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Full text of "Electronic Games - Volume 02 Number 16 (1984-11)(Reese Communications)(US)"

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t Software 



■ 



Computer Games 'Videogames • Stand-Alones -Arcades 



1985 Educational 
Software Preview 

The Great 
Game Designer 
Talent Hunt 

Get Your Kicks 
From Computer 
Football 

TOUCHDOWN! 



1|ll 70989 ,l 37860 11 



1 1 





Explosive 
entertainment 



If jumping out of the frying pan into the fire 

is your idea of fun, MicroFun® has some of the 
hottest challenges to your skill. 

These games are dynamite. And we've got 
the awards to prove that they give you the 
biggest bang for your buck: 

The Heist™ won the 1984 Outstanding 
Software award from Creative Computing. 

Boulder Dash™ won the Showcase Award at the 
1984 Consumer Electronic Show. 

Miner 2049er™ won the 
1983 Game of the Year award 
from Electronic Games. And 
now Bounty Bob is back for 
more heart-pounding adventures 
inMiner2049erII™. 

You need nerves of steel. A steady 
hand. And fast responses. Or they'll 
blow you away. 

That's the MicroFun® trademark: more 
fun than you can shake a joy stick at. 

Find out whether you are one of the chosen 
few who can make it to the highest levels of 
success. Challenge one of the popular new 
MicroFun® games — today. 

You'll really have a blast. 








All games are available for all Apple II's. 

Most are also for Commodore 64 • Coleco » IBM • Atari 





2699 Skokie Valley Road, Highland Park, IL 60035 • (312) 433-7550 



" 






■ 



■ mk 






»«£» 




1§5 




***** -^ 









CONTENTS 

SWITCH ON! 6 

HOTLINE 8 

READERS REPLAY 18 

THE GREAT GAME DESIGNER HUNT 20 

How software companies find — and keep — designers. 

WHAT'S NEW IN EDUCATIONAL GAMES? 26 

A look at the latest in learning fun. 

TOUCHDOWN 30 

EG's annual look at electronic football. 

COMPUTER GAMING SECTION 

ACTION ARENA 36 

PASSPORT TO ADVENTURE 42 

THINK TANK 44 

ARTICLES OF WAR 45 

ELECTRONIC PRESSBOX 48 

PLAYING IT SMART 50 

TRANSLATIONS 53 

STRATEGY SESSION 54 

ALL ABOARD 56 

How computers keep railroads on the right track. 

INSERT COIN HERE 58 

ARCADE AMERICA 60 

PLAYERS GUIDE TO PROGRAMMABLE 

VIDEO GAME SYSTEMS 63 

INSIDE GAMING 68 

Trade Forman talks to Dan Bunten of Ozark Softscape. 

PROGRAMMABLE PARADE 70 

ALL-STAR QUIRKS 74 

SUB HUNT. , 76 

GAME OF THE MONTH 78 

TEST LAB ;. 80 

Q&A 84 

STAND ALONE SCENE 86 

READER POLL ....... 89 

COMING ATTRACTIONS.. 90 





ELECTRONIC GAMES (ISSN 0730-6687)) is published monthly except for February, 
April, June, August by Reese Communications, Inc., 460 West 34th Street, New York, 
NY 10001 . Second-class postage paid at New York, NY and additional mailing office. 
■&' 198^ by Reese Communications, Inc. All' rights reserved € under Universal, 
International and Pan American Copyright Conventions. Reproduction of the editorial 
or pictorial content in any manner is prohibited, Single copy price, $2.95. Subscription 




rates: 12 issues, $28; Canada. 12 issues, $32; foreign, air mail only, 12 issues, $64, U.S. 
funds. Address subscription orders and correspondence to ELECTRONIC GAMES, P.O. 
Box 1128. Dover, NJ 07801 or call {201 ) 361 -9550. Change of address takes 60 days to 
process; send old address label, new address and zip code. All material listed in this 
magazine is subject to manufacturer's change without notice, and publisher assumes 
no responsibility for such changes. Printed in the U.S.A. 



POSTMASTER: Send address changes to ELECTRONIC GAMES, P. O. Box 1128, Dover, N.J. 07801. 



CAN YOU PEDAL HST ENOUGH TO 
WIN THE GREAT MANCOPTER RACE? 



ii- ? 



f 



Can you pedal fast 
enough to keep your 
human-powered copter 
up in the air? 

Can you dodge blade- 
biting birds, strange 
swamp creatures and 
dastardly villains? 

Can you keep your 
copter from falling into 
the mouths of hungry 
sharks and giant squids? 

Can you fly through 
treacherous mangroves 
and lightning storms? 

Can you take all this 
fun and frustration? 

Then you're ready for 
the great Mancopter race. 

For Commodore 64, 
Atari and IBM PC &PC/JR 
systems. 



a resisted 



DabQofr 

WE 

CHALLENGE 

YOU. 

Datasoft, Inc., 19808 Nordhoff Place, 
Chatsworth, CA 91311 • Phone (818) 701-5161 




By ARNIE KATZ 



Arnie the Iconoclast 



n this month's edito- 
rial, I'm going to ex- 
pose computer myths," I 
told executive editor Bill 
Kunkel. He was not im- 
pressed. In fact, he looked 
bored, maybe even hostile. 

"Old hat," he sneered. 
"60% of our readers already 
have computers." 

I countered that this still 
left 40% in need of help. 
"How can you let so many 
precious readers — hal- 
lowed be their names — 
wander through the wilder- 
ness of ignorance?" 

"Let 'em wander," came 
his verdict. "Most gamers 
could use the exercise." 

"I can hardly believe my 
ears," I said, not believing 
them. "Is this really Bill 
Kunkel, guru of gamers 
everywhere?" I shed one 
small tear for the tragedy of 
it all. He seemed unyielding, 
but I sensed my stubborn- 
ness was wearing him down. 
Another hour of my best 
salesmanship finally got him 
to at least listen to my pitch. 

I first attacked the "heavy 



science" mystique by giving 
my dazzling analogy which 
compares the disk drive to 
the phonograph. I stressed 
obvious similarities between 
a floppy disk and an LP. 

I next explained my warn- 
ing to prospective buyers to 
try before they spend, and to 
make sure that the software 
they want is compatible with 
the system. 

"That's just common 
sense," Bill interjected. I said 
he might be right, but I also 
insisted that gamers need 
protection against under- 
trained clerks who might dis- 
pense misinformation about 
the products. 

Finally, I delivered the 
coup de grace to the idea 
that people will someday 
program all their own soft- 
ware. I mean, who bothers? 
No one cuts a record every 
time they want to listen to 
music. 

"What about the impact 
of computer literacy?" Bill 
asked. I then compared 
computer education with 
language training. Everyone 



hob- 
good 
most 



takes a language in school, 
but how many adults are 
fluent in anything but their 
native tongue? The closest 
most former students come 
to Italian is ordering a pizza. 
Similarly, only a few of those 
who learn computer fun- 
damentals will go on to pro- 
duce significant work. 

"What about the 
byists?" Bill asked. 

"Programming is a 
hobby," I said, "but 
don't have the time, dedica- 
tion and creativity to com- 
pete with Russ Whetmore or 
Dan Bunten. Amateur musi- 
cians enjoy playing, but no 
one expects them to give 
concerts at Carnegie Hall." 

"So basically, you're go- 
ing to say that computers are 
easier to use and require far 
less technical knowledge 
than many might think," Bill 
summed up. "Well, if you 
feel you gotta. . ." 

"Yup, that's my edito- 
rial," I said with satisfaction. 

". . . at least keep it light," 
he finished. I told him I'd try. 

e 



Volume Two, Number Sixteen 
November, 1984 

Editor 
Arnie Katz 

Executive Editor 
fi/7/ Kunkel 

Senior Editor 
Joyce Worley 

Features Editor 
Trade Forman 
Technical Director 
Henry B. Cohen 

Strategy Editor 
Frank Tetro Jr. 

West Coast Editor 
David iustig 

Midwest Editor 
Rick Teverbaugh 

Contributing Editors 
Tom Ben ford 
Steve Davidson 
Leigh Goldstein 
Charlene Komar 
Wilt Richardson 
Brian Scott 

Editorial Assistant 
Cindy Tannenbaum 



Managing Editor 

Louise Kc hi 



-ABOUT OUR COVER. 



The Buddha on our cover comes from Buddha-Gram, a New York 
novelty telegram service. Buddha-Gram is run by Geoffrey Feldman, 
49 W. 37th Street, NYC, NY, (212) 840-2423. 



Art Director 
Ben Harvey 

Graphic Consultants 
Creative Concepts 

Illustrators 

Phil Faglio 
Duncan Eagleson 
Frank Emmi 
Mando 
Michael Dooney 

Cover Photograph 
Tom Weihs 



Director of Retail Accounts 
Joseph Muccigrosso 

Subscription Manager 
Rena Adler 

Circulation Assistant 
Cami James 

New York 

National Advertising Director 

Diane Mick 

460 West 34th Street 

New York, NY 10001 

(212) 947-6500 

Los Angeles 
Advertising Director 
Colette Kreim 
413 South LaBrea Ave. 
Los Angeles, CA 90036 

(213) 857-0663 

Chicago 

Advertising Representative 

Milton Cerber 
1309 North Rand Road 
Arlington Heights, IL 60004 
(312) 253-7500 

Advertising Coordinator 

Angela Vttale 



P-E6E 
INCORPORATED 



President and Publisher 

Jay Rosenfield 

Co-Publisher 
Arnie Katz 

Production Manager 

Laurie Ann Devereaux 

Production Assistant 

Kayt Kirk 

Circulation Director 

William D. Smith 



6 Electronic Games 



CAN FIYING FEET AND FISTS CONQUER 
THE EVIL WIZARD'S FORTRESS? 



What's it like to have 
the lightning feet and 
fatal fists of Bruce Lee? 

You'll find out in this 
death-defying game. 

You have to kick, slash 



and punch your way 
through an array of 
deadly chambers. Where 
the brutal Green Yamo, 
terrible Ninja, exploding 
bushes and other dangers 
lurk. 



Even if you survive all 
that, the Evil Wizard is 
waiting to do you in with 
an arsenal of flaming 
fireballs. 

Destroy him and his 
fortune is yours. 

Now, have you got 
what it takes to play 
Bruce Lee? 

For Commodore 64, 
Apple II, Atari and IBM PC 
& PC/ J R systems. 




v DaUtyoft 

WE 

CHALLENGE 

YOU. 

Datasoft, Inc., 19808 Nordhoff Place, 
Chatsworth, CA 91311 • Phone (818) 701-5161 




GAMES ARE HIS 
'GUIDING LIGHT' 

The introduction of 12- 
year-old Jonathan Brooks 
(portrayed by Damion Schel- 
ler) this summer on the pop- 
ular soap opera, "TheGuiding 
Light," lived up to the excite- 
ment anticipated, as this ma- 
ture, somewhat lonely child 
met up with some of the more 
colorful characters of Spring- 
field, the fictitious city in 
which GL's action is based. 

His work with renowned 
computer expert-college pro- 
fessor Quinton Chamberlain 
(Michael Tylo) will eventually 





Damion Scheller. 

lead to a big surprise for the 
confident Brooks. Also up- 
coming are some interesting 
confrontations with his host- 
ess, the outspoken, child-like 
Nola (Lisa Brown), Quinton's 
wife. 



Fw Hit 



oq*r 1 

liv 16 12 Ga«d» 25 11 Gialy 11 2 
lr 71 29 Ually 31 41 Hoxie 18 



W 



SHADOWKEEP (TRILLIUM) 



GAME INSPIRES BOOK 



In a novel turn-around, 
Spinnaker's role-playing fan- 
tasy game Shadowkeep pro- 
vided the inspiration for an 
Alan Dean Foster book. Foster 
is well-known for numerous 
science fiction books, such as 
Alien, The Spellsigner Series, 



and the famous Star Trek Log 
books. The motif of the novel 
is provided by the interactive 
game, which lets up to nine 
players form expeditions to 
explore a mysterious tower in 
the Land of Legends. 



HOME 
SUBLIMINAL 
SUGGESTION 

Subliminal suggestion, the 
periodic flashing of messages 
seen only by the subcon- 
scious, has come home after 
being banned in movie theat- 
ers across the country. 

Stimutech's Expando- 
Vision interface works with an 
ordinary TV set and in- 
expensive computers such as 
the VIC 20, Commodore 64, 
and Atari home computers. As 
regular shows are viewed, 
constructive messages are 
flashed on the screen too fast 
to be seen consciously. The 
inner workings of our minds 
are supposed to be positively 
influenced by these invisible 
prompts. 

The eight programs avail- 



able include weight and stress 
control, athletic and sexual 
confidence, and memory 
enhancement and career/ 
success motivation. The last 
two are designed to control 
smoking and drinking. 

Installation is easy, requir- 
ing nothing more than a 
screwdriver. 



ONE IN FOUR 

HOMES HAS 

COMPUTER-USER 

According to the latest 
study by TALMIS, 25% of all 
households in the U.S. contain 
at least one member who uses 
a personal computer at work 
or school, and more than 
20% of all families with chil- 
dren have a child using a com- 
puter in school. 



INTERNATIONAL 
EXCHANGE 

Sales records accumulated 
by the Electronic Industries 
Assn. show that Canada and 
Great Britain are the top ex- 
port markets for American 
electronic manufacturers, 
with Japan, West Germany, 
France and Mexico following 
in the list of big spenders. 
Countries from which the U.S. 
imports electronic products 
are led by Japan, followed by 
Taiwan, Singapore and Hong 
Kong. 

The long-awaited MSX 
home computers from Japan, 
designed to be program- 
compatible even though 
manufactured by different 
companies, won't be coming 
to America this year. They'll 
get their introduction to the 
Western World in Europe this 
Christmas. Sony, Canon, Fu- 
jitsu and Sharp are just some 
of the companies planning to 
market MSX machines in the 
USA early in 1985. 

Meanwhile, Canada-based 
Interphase Technologies is 
responding to the Japanese 
interest in Western-style 
computer games by convert- 
ing Sewer Sam and Aquattack 
to the MSX standard for sale 
in the island nation. 

According to figures re- 
cently compiled, home com- 
puters are even more popular 
in Great Britain than in the 
USA. Roughly 7% of all 
homes in the U.S. now have a 
computer, compared with 
11% of British homes. 

Meanwhile, Acorn Compu- 
ter Corp. has opened a U.S. 
headquarters to explore the 
American market, and made 
pacts with companies such as 
CBS, Krell, Intelligent Soft- 
ware and Microsoft for dis- 
tribution rights to games for 
conversion to their Acorn BBC 
Microcomputer. 



8 Electronic Games 



1983 WAS 
RECORD- 
BREAKING YEAR 

According to figures from 
the Electronic Industries 
Assoc. , 1 983 sales of 
electronic equipment reached 
an all-time high of nearly 
$144 billion, up 13% from the 
1982 figure. Of this total, 
computers and industrial 
electronic products 
accounted for almost 40% of 
U.S. sales last year. Consumer 
electronic sales were the hot- 
test growth area — they jumped 
nearly 20% over the 1982 level. 



THE NAMES 

CHANGE, BUT 

THE FACES 

STAY THE SAME 

You can't tell the players 
without a program in the pop- 
ular name-changing game. 
Sierra On-Line has changed 
its name to Sierra, and in- 
troduced a new logo — a cir- 
cle containing a mountain. 
It's featured prominently 
on all products, which have 
been repackaged to show off 
the new moniker. 

Children's Computer 
Workshop has been retitled 
CTW Software, which will 
operate as a non-profit divi- 
sion of the Children's Televi- 
sion Workshop. 

Counterpoint Software 
changed its name to Spring- 
board Software, saying that 
the new name reflects the 
company's intent to "provide 
an educational springboard to 
enjoyment and learning." 

Dynatech Microsoftware, 
recently purchased by its 
founder Warren Shore, has 
been renamed CodeWriter 
Corpo ration with its 
main line of business, the 
CodeWriter programs that al- 
low novices to design home 
and business application soft- 
ware using English language 
commands. 




Winner Paula Boge. 

IOWA FEMME WINS 
KRAFT KIDEO GAME CONTEST 



Score one for the girls! The 
grand prize winner of the 
Kraft Kideo Game Contest is 
Paula Boge, age 16, Dubu- 
que, Iowa. Over 800 entries 
were submitted by students 
1 8 and under, each describing 
a nutrition-oriented game 
concept. Paula's entry helps 
kids 3 to 8 iearn good health 
habits by guiding the on- 
screen hero Nibbles though 
food choices. Overeat, and 
Nibbles gets fat, slows down 
and must exercise to return to 
normal. Villains include Cavity 
Creatures and Plaque Mon- 



sters which can only be eluded 
by brushing Nibbles' teeth. 

Paula won a trip to EPCOT 
Center /Walt Disney World 
for herself and her family, but 
opted to take the cash equiv- 
alent ($4000) to buy a home 
computersetup. 

Second place honors went 
to Michele Barr (age 12) of 
Springfield, Va., for her con- 
cept of a program that re- 
quires the player to make 
Vita-Man, the on- 
screen hero, eat various 
foods, exercise and get 
enough sleep to score points. 



ANNIVERSARY 

This issue of EG marks the 
third anniversary. The editors 
and staff would like to thank 
our loyal readers for keeping 
the original magazine for 
game-lovers on top of the 
heap. 



PITFALL HARRY 
COMES HOME 

"If you can turn on your 
machine, you can program 
Pitfall Harry into it," promises 
David Crane, creator of the 
popular character and author 
of "Programming Pitfall Har- 
ry". The folder, available for 
25 cents from Activision, al- 
lows anyone with a Com- 
modore 64 to program a like- 
ness of the famed electronic 
explorer. The folder also gives 
suggestions for adjusting the 
animation, changing the 
speed and fine-tuning the 
color. 

Copies of "Programming 
Pitfall Harry" may be ordered 
from: Activision Commodore 
64 Club, P.O. Box 7287, 
Mountain View, Ca. 94039. 




SCARBOROUGH SENDS SOFTWARE TO SCHOOLS 



Scarborough, in a cam- 
paign titled "Be A Hero and 
SoftwareASchool", is footing 
the bill for software purchas- 
ers to donate programs to the 
schools and teachers they 
designate. Anyone buying a 
Scarborough program be- 



tween Sept. 15 and Dec. 15 
gets a "donation certificate" 
to complete and return with 
warranty card and $3.50 
mailing fee; then the com- 
pany sends the program cho- 
sen by the customer to the 
school selected. 



Scarborough president 
Francis Pandolfi explained 
the giveaway program, say- 
ing "Although a majority of 
schools. . .have a least one 
microcomputer. . .schools are 
woefully ill-supplied with 
quality software." 



Scarborough programs in- 
cluded in the donation include 
AAastertype, Phi Beta Filer, 
Run for the Money, Songwri- 
ter, Picturewriter, Pattern- 
maker and Laser Shapes for 
Apple, C-64 and IBM PCjr 
and Atari computers. 



Electronic Games 9 




SOFTWARE BEAT 



THE THREE STOOGES (MYLSTAR) 

THE THREE STOOGE5 
GET OWN COIN-OP 



Moe Howard, Larry Fine I 
and Curly Howard signed 
with Columbia Pictures in 
1934, and in celebration of 
this Golden Anniversary, Myl- 
star Electronics introduced 
the Three Stooges coin-op 
game. The slap-stick com- 
edians are locked in a room 




STAR-BYTE TO 
DISTRIBUTE 
VICTORY 
SOFTWARE 

Victory Software has made 
a deal for Star-Byte to take 
over publishing and distribu- 
tion chores for its complete 
line of adventure, strategy 
and arcade-style games. The 
company, with over 13 pro- 
grams in the fall line-up, has 
disks and cassettes for the 
VIC-20 and C-64, and digital 
tapes for use with the Coleco 
Adam. Games on tape retail 

10 Electronic Games 



for $19.95, disks are $22.95, 
and Adam digital tapes are 
$24.95. According to Waiter 
Friedrich, spokesman for Star- 
Byte, the company plans to 
distribute a "reasonably 
priced, complete line of quali- 
ty entertainment and educa- 
tional software for the home 
market." 



and must locate color-coded 
keys to escape. Obstacles in- 
clude Beauregard and Muffy, 
and an army of billy clubbing 
cops, as players man joysticks 
to deliver slaps and throw pies 
at the villains. The trio are try- 
ing to rescue their brides from 
a mad doctor, through 28 
rounds that are sound- 
punctuated with splats, 
smashes and punches, plus 
Stooge-dialogue such as 
"Oh, a wise guy,", "Knuckle- 
head" and others. 

In keeping with the motif, 
the coin-snatcher comes 
equipped with three joysticks, 
for one to three arcaders to 
play simultaneously. 

The Three Stooges were 
vaudeville stars before they 
signed to make movies. Their 
careers continued until the 
early seventies, although be- 
cause of illness Curly Howard 
was replaced in the Forties by 
brother Shemp Howard (who 
was one of the original vaude- 
villian Stooges), next by Joe 
Besser and then by Joe De- 
Rita. 



The software shortage for 
the Adam is beginning to 
ease, but don't look for a 
quick end to the scarcity of 
games which are specially de- 
signed for play on the mod- 
ular computer system. Coleco 
should have data pack versions 
of Donkey Kong and Donkey 
Kong Junior in stores by the 
time you read this, but there 
are no definite plans for more 
titles in this controversial con- 
figuration. A spokesman for 
the company points out that it 
has published numerous 
games on cartridge which are 
compatible with the Adam as 
well as the ColecoVision. . . 

Trivia Mania (Professional 
Software/Apple, Com- 
modore 64, IBM PC, TRS-80) 
tests the mettle of obscure 
fact fiends in the categories of 
science and technology, 
geography, history, sports, 
films and entertainment, na- 
ture and animals, and film. 
There are three levels of ques- 
tions — the toughest is capa- . 
ble of leaving even a master 
of trivia stuck for the right re- 



sponse. Up to eight players or 
teams can participate. . . 

Robert A. Heinlein, Ray 
Bradbury and Arthur C. 
Clarke are just three of the 
notable science fiction writers 
who are providing the meat of 
a new line of computer 
adventure games from Tril- 
lium, a new Spinnaker divi- 
sion. Scheduled for publica- 
tion during the third-quarter 
of 1984, the programs com- 
bine extensive text with some 
of the most sophisticated 
graphics ever produced for an 
illustrated adventure. Several 
of the play-mechanics differ 
somewhat from the usual 
adventure game in that accur- 
ately playing the role of the 
protagonist is much more im- 
portant than solving a string 
of puzzles. In Michael Crich- 
ton's Amazon, for instance, 
the computerist must assume 
the persona of an intrepid 
field agent assigned to find 
out what kind of catastrophe 
wiped out an expedition to 
the heart of the South Amer- 
ican jungle. . . 




A POLICEttftR BLOCKS 1 
FAST. THIS ftftEft IS 
FOR OFFICIAL BUSIHES 



HOT SO 
F LIMITS EXCEPT 



AMAZON (TRILLIUM) 



TYPING TUTOR SETS SALES RECORD 



Having logged sales of 
more than 200,000 copies, 
Mastertype (Apple, Atari, 
Commodore 64, IBM PC) has 
become the best-selling edu- 




£ 



mmm 



cational game of all time. 

Mastertype is published by 
Scarborough Software, which 
bought the title from its ori- 
ginal owner in September 
1983. The company plans to 
bring out an enhanced ver- 
sion for the Apple lie which 
will contain five additional les- 
sons which are applicable to 
the Dvorak keyboard con- 
figuration. 



PITST0P1I. 



WillMJiUHUtfiU 71 



IS NOT A SOLO SPORT. 






HIvN 



When we introduced Pitstop, 
we created action in the pits. 
Now, with PITSTOP II, EPYX 
introduces true competitive auto 
racing, both on the track and in 
the pits. Auto racing is not a one 
man sport. With PITSTOP II, 
you can now experience the thrill 
of speed and competition as you battle your opponent in 
a race against the clock. Now, more than ever, the strategy 
of when you make a pit stop and your pit crew's speed 
and performance, combined with your skill on the track, 
will determine the winner. 
A split screen shows you your position and that of your 




opponent, a digital clock displays time and a lap 
counter gives you your race position as you race 
against each other in pursuit of the checkered flag. 
You can also play against the computer and take 
a practice lap or race against the computer controlled 
pace car as you prepare for real head-to-head com- 
petition. Step up to PITSTOP II because auto racing 
is not a solo sport. 
One or two players: joystick controlled. 




EDYX 

M COMPUTER SOFTWARE 




Strategy Games for the Action Game Player 





The battle rages over American cities and countryside. 
Below, a live action sequence and the Alien Mothership. 





LASER GAME USES LIVE ACTORS 



Mylstar Electronics' new 
conversion kit turns the 
M.A.C.H. 3 laser-coin-op 
game into Us vs. Them, a 
science-fiction adventure. 
Live-action film footage com- 
bines with superimposed 
computer graphics to create 
near-movie effects, as players 
assume roles of pilots defend- 
ing the USA from alien invad- 
ers. Actors take the roles of 



frightened citizens and mili- 
tary command personnel, as 
the combat takes players over 
San Francisco, Chicago and 
Hollywood, as well as through 
forest, mountain and desert 
terrain. Arcaders have a joy- 
stick to bank the plane side- 
ways, shoot forward or back- 
ward, and move in and out of 
the game's depth perspective, j 
through four different playing I 



angles that include profile 
views of the action and even 
shots from behind the plane. 
The secret of winning the 
game is said to lie inside the 
Alien Mothership, and players 
can use additional coins to 
continue a game. Special sound 
effects, visual treats, orches- 
tral score and even built-in 
seat vibration make the illu- 
sion of flight more realistic. 



GOIN-OF BEAT 



The distinctive feature of 
Bally's Two Tigers is that, 
though it can be enjoyed soli- 
taire, it is also playable by two 
arcaders working either 
together or competing head- 
to-head. Sinking a ship with 
air power is the goal in the 
one-player mode. Gamers 
can elect to attack or defend 
the vessel if two participate. . . 

Cobra Command, from 
Data East, is a play-for-pay 
device designed to capitalize 
on the current popularity of 
super-helicopter movies and 
TV shows. It challenges 
would-be air aces to complete 



10 dangerous missions which 
range in location from the 
skyline of New York to Eas- 
ter Island . . . 

WICO is producing Trea- 
sure Cove, an electro- 
mechanical gun game under 
license from Stanley Levin & 
Associates. The company, 
best known for its coin-op 



and home system command 
control devices, has pre- 
viously offered conversion 
kits for rehabilitating existing 
games, butthis is WICO's first 
complete machine. . . 

EG's readers in the United 
Kingdom can expect to see 
more visability from Konami. 
The Japanese gamemaker has 
established a U.K. subsidiary 
in Middlesex, England, with 
Kenji Hiraoko as managing di- 
rector. . . 



J&fUNl 



CODEWRITER 

CONTEST 

OFFERS PRIZES 

FOR ADVENTURE, 

ARCADE GAMES 

CodeWriter Corp. is 
sponsoring a computer game- 
writing contest, to run until 
mid-1985. Prizes will be 
awarded for the best original 
adventure and arcade-style 
games written with 
CodeWriter's AdventureWri- 
ter and ActionWriter, which 
allow users to produce their 
own software even without 
programming knowledge, us- 
ing English language inputs to 
create interactive entertain- 
ments. 

The grand prize is an Apple 
Macintosh computer and Im- 
agewriter, plus $50 in soft- 
ware. First prize is a 4-day trip 
to Disneyworld for two. 
Other prizes include Com- 
modore 64 computers, Sony 
Walkman cassette tape play- 
ers, and software packages. 
Additionally, the winning 
games are to be marketed by 
CodeWriter, and the authors 
will receive royalty payments 
for each copy sold, 

CodeWriter programs are 
available for most popular 
home computer systems. 



WHAT'S 
HOT 



Statistically-oriented box- 
ing games are punching their 
way into the hearts of 
electronic gamers. Computer 
Boxing (Sierra/PCjr, lie) is the 
most sophisticated of a group 
of recent releases which also 
includes Ringside Seat 
(Strategic Simulations/Apple, 
C-64) and Computer Title 
Bout (Avalon Hill/Atari com- 
puters). 

These games use statistical 
analysis to reproduce life-like 
actions based on the actual 
abilities of real fighters, stored 
on the disk. You can refight 
classic matchups, stage excit- 
ing"what-if" pairings or even 
create your own pugilist and 
take on all comers for the 
world championship. 

Now, who's going to be 
first to apply all this lovely 
programming expertise to 
simulating professional wres- 
tling? 



12 Electronic Games 



BREAKIN'MADE EASY. 



4L 




f 



fRwm 




The hottest craze in the U.S. this fall 
is Breakdancing, and you don't have to miss 
it. Now anyone can Breakdance. Just grab 
your joystick and control your Break- 
dancer in poppin, moon walking, stretching 
and breaking... all on your computer 
screen. 

Breakdance, the game, includes an 
action game in which your dancer tries 
to break through a gang of Breakers 
descending on him, a "simon-like" game 
where your dancer has to duplicate the 
steps of the computer-controlled dancer 
and the free-dance segment where you 
develop your own dance routines and the 



computer plays them back for you to see. 
There's even a game that challenges you 
to figure out the right sequence of steps to 
perform a backspin, suicide or other moves 
without getting "wacked." 

Learn to Breakdance today! Epyx 
makes it easy! 

One or two players; joystick controlled. 



BMggP— 




epyx 

m COMPUTE* SOFTWAf^ 




Strategy Games for the Action-Game Player 



GAJMELORDS 

INVADE THE 

COLONIES 

The top publisher of com- 
puter games in the United 
Kingdom is taking a whack at 
the U.S. market. Through its 
new American subsidiary, 
Quicksilva Inc., Quicksilva 
Ltd. has already begun 
marketing some programs for 
the Commodore 64 in this 
country and will be expanding 
its activities from its new 
stateside headquarters in 
Texas. Bugaboo and Quintic 
Warrior are the first to reach 
stores. 

Quicksilva will also distrib- 
ute a line of software from 



HARDWARE BEAT 




BUGABOO (QUICKSILVA) 

Virgin Games, a subsidiary of 
Virgin Records, the maverick 
record label which gave the 
world such acts as the Sex Pis- 
tols and Boy George. The first 
three titles in the line to make 
their debut on these shores 
are Hideous Bill and the Gi- 
Gants, Falcon Patrol and 
Space Ambush. 




THE SPEEDEMON (MCT) 



The SpeeDemon, from 
Micro Computer Technolog- I 
ies, lets Apple owners speed 
up their machines. Games be- 
come three times as hard 
when they run three times 
faster; utility programs, such 
as word processing, account- 
ing, and Visicalc also operate 
at 3-1/2 times their original 
speed. The speed-up card fits 
into any Apple II computer, 
and costs $295. . . 

Okidata is offering the Oki- 
mate 10 color printer that al- 
lows printing in more than 40 
shades, at 60 characters per 
second (240 words per min- 
ute). The Okimate 1 prints in 
four character sizes, on plain 
or thermal printing paper, 
either single sheets or on 
computer paper rolls. In- 
dicators let the user know 
when it's out of paper or out 
of ribbon, and a special con- 
trol even sets the darkness of 
the print. The $239 letter- 
quality printer comes with a 
Plug 'n Print package that 



contains connecting cable, 
operating module, cartridge 
ribbons, paper to get you 
started, and programs to 
teach novices how it works. It 




OKIMATE 10 (OKIDATA) 

works with C-64 and Atari 
computers, and versions for 
othersystems will be available 
soon. . , 

GIM Electronics has an RF 
Modulator that allows Apple 



owners to connect their com- 
puter to a TV screen. Until 
now, Apple systems had to be 
connected to monitors, but 
The ARF set ($29.95), in- 
cluding the modulator, a 
computer/TV switch and 8- 
foot shielded cable, permits 
the use of either B&W or col- 
or TV sets . . . 

McPen, a high-resolution 
light pen for use with VIC-20, 
C-64, IBM-PC, IBM-PCjr and 
Atari computers, sells for 
$49.95 ($69.95 for IBM- 
compatibles). It comes pack- 
aged with software, either on 
cassette or diskette, and pro- 
vides vertical horizontal posi- 
tioning on screen without 
"fluttering". A sensitivity 
control lets the user fine-tune 
the pen to suit 
the individual 
whether he/she 
uses it close to 
or further away 
from the screen 
The pen plugs 
into 
the Mm * 




joystick port, and boasts a 
ready-light on the stand. . . 
Continued on next page 



STAY NEAT 
AND STOW THE 
CLUTTER 

Stor-A-Bit lets computerists 
keep the work station clear for 



action by gathering all the 
disks, cassettes, cartridges, 
pens, pencils, rubber bands, 
and other junk that accumu- 
lates around the computer. 



The smoked plastic holder 
attaches to any solid surface 
(like the side of your compu- 
ter) with velcro strips, then 
provides a convenient storage 



spot for all the items needed 
for a day's computer gaming. 
Retailing for $9.95, Stor-A-Bit 
is available at most computer 
stores. 



DISCWASHER 
BITES APPLE 

Discwasher's new Apple- 
compatible peripherals and 
accessories make the Apple \\c 
easier to live — and travel — 
with. The Discwasher Cari 
turns the compact computer 
into a fully portable unit. This 
carrying case with built-in 
rechargeable power system 
hold the lie and all peripherals 
and supplies. When fully 
loaded with all equipment, 
the Cari weighs about 20 lbs. 
Made of durable nylon, it's 




The Cari from Discwasher. 



equipped with metal and 
foam supports to protect the 
Apple and monitor, and has 
several storage pockets for 
controllers, cords, etc. There's 
even a shoulder strap. The 
rechargeable power system 
runs the unit up to five hours, 
and also functions as protec- 
tion from interrupted power 
supplies by continuing to de- 
liver current even if the wall 
outlet fails. It even has a 
warning signal so users will 
know when power is running 
low and it's time to recharge 
the batteries. 



14 Electronic Games 



* ROBOTS OF DAWN. 

BOOK BY ISAAC ASIMOV. 
COMPUTER GAME BY EPYX. 



n 



!* 



\) 





Now, for the first time, 
you can become Earth's most 
famous science fiction detec- 
tive, Elijah Baley. In this text 
adventure, you're the hero of 
Isaac Asimov's top-selling 
novel, Robots of Dawn™ 

Travel to Asimov's world of the future in an epic 
quest to discover the answer to the eternal question 
. . .Who done it? On a planet where robots outnumber 
people, try to learn who is lying, who is telling the 
truth and, most important of all, who is the murderer. 

The victim is a friend of yours, a famous scientist 
who invented history's most advanced robot, more 



human than machine. With this sophisticated robot at 
your side, you piece together elusive clues scattered 
across a hostile planet whose government is deter- 
mined to do you in. Can you stay on the case? Can 
you solve the mystery? Who do you trust? Your 
success depends on the answer. 

Asimov created the story. We created the game. 
Now you can live it. 

One player. 





COMPUTER SOFTWARE 




Strategy Games for the Action-Game Player 



HARDWARE BRAT 

The Electra Guard 3 surge 
protector, $18.95, guards 
electronic equipment from 
power surges up to 6,000 
volts, and also filters electron- 
ic noise. A red light tells the 
computer owner it's on. 




Keeping computer systems 
operating properly requires 
housecleaning at regular in- 
tervals. Floppiclene is a com- 
pletely disposable wet/dry 
cleaning system that main- 
tains disk drive heads by 
eliminating contaminants. It 
comes in a binder that con- 
tains 20 cleaning disks, aero- 
sol cleaning solution, an easy- 
insert jacket, and absorbant 
wipes, for $34.95. A $19.95 
Floppiclene kit contains clean- 
ing solution, easy-insert jack- 
et and 10 cleaning disks. 



CHINA EXPORTS 

Cullinet Software, West- 
wood, Mass., has received 
permission to sell software in 
China. Distribution rights 
were granted to Cullinet by 
the China Computer Tech- 
nical Service Corp., of the 
Chinese Ministry of Electro- 
nics, making this the first soft- 
ware company to obtain such 
an agreement. Cullinet makes 
software for mainframe and 
IBM personal computers. 



AT&T LAUNCHES 
COMPUTER 

American Telephone & 
Telegraph unveiled its new 
PC 6300, an IBM-compatible 
personal computer which the 
company says operates up to 
80% faster than the IBM-PC. 
Said to be "almost com- 
pletely" software-compatible 
to the IBM machine, the 
AT&T 6300 sells for $2745 
complete with dual disk drive. 
Company spokesmen say the 
new machine "offers more 
capacity for future expansion 
and a better display screen" 
than the IBM-PC. Q 

16 Electronic Games 



EG Readers Pick 
Their Favorite Games 



Most Popular Computer Games 


Position Times 








This Last on 








Month Month List 


Game 


System 


Manufacturer 


1 1 3 


Zorkl 


AAost Systems 


Infocom 


2 9 3 


Buck Rogers 


Coleco Adam 


Coleco 


3 New New 


Flight Simulator II 


Most Systems 


SubLogic 


4 New New 


Pole Position 


Most Systems 


Atari, Atarisoft 


5 4 2 


Ultima III 


Most Systems 


Origin Systems 


6 New New 


Archon 


Atari, C-64 


Electronic Arts 


7—4 


Loderunner 


Most Systems 


Broderbund 


8 2 13 


Miner 2049er 


Most Systems 


Big 5, MicroLab, Reston 


9 New New 


Jumpman 


Atari, C-64 


Epyx 


10 New New 


Zork II 


Most Systems 


Infocom 



P< 


Most 


Popular Videogame Cartridges 


isition 


Times 








This 


Last 


on 








Month 


Month 


List 


Game Title 


System 


Manufacturer 


1 


1 


2 


Pitfall! II 


Atari 2600 


Activision 


2 


9 


6 


Miner 2049er 


ColecoVision 


MicroLab 


3 


— 


8 


Advanced Dungeons 












& Dragons 


I ntelli vision 


Mattel 


4 


8 


13 


River Raid 


Atari 2600 


Activision 


5 


10 


19 


Pitfall! 


Atari 2600 


Activision 


6 


12 


4 


Mr. Do! 


ColecoVision 


Coleco 


7 


New 


New 


Super Action 
Baseball 


ColecoVision 


Coleco 


8 


— 


15 


Donkey Kong 


ColecoVision 


Coleco 


9 


3 


17 


Zaxxon 


ColecoVision 


Coleco 


10 


6 


3 


Space Shuttle 


Atari 2600 


Activision 


11 


14 


2 


Decathlon 


Atari 2600 


Activision 


12 


— 


2 


Baseball 


Atari 5200 


Atari 


13 


7 


8 


Ms. Pac Man 


Atari 2600 


Atari 


14 


New 


New 


Pengo 


Atari 5200 


Atari 


15 




5 


Centipede 


Atari 5200 


Atari 



AAost Popular Coin-Op Videogames 


Position Times 




This 


Last On 




Month 


Month List Game 


Manufacturer 


1 


1 6 Dragon's Lair 


Starcom 


2 


2 7 Star Wars 


Atari 


3 


5 3 MACK 3 


Mylstar 


4 


6 3 Track & Field 


Konami 


5 


New New Space Ace 


Starcom 


6 


10 3 Pole Position II 


Atari 


7 


New New Spy Hunter 


Bally/Midway 


8 


New New Firefox 


Atari 


9 


3 10 Pole Position 


Atari 


10 


New 15 Ms. Pac Man 


Bally/Midway 




The man who becomes a 
monster has just become a 
software game. 

Commodore introduces 
QUESTPROBE™ a series 
of adventures that begin 
where comics leave off, 
starring your favorite 
Super Heroes 1 ." Like the 
Hulk™ And Spiderman™ 
(He's next.) 

Now you can do more 
than follow the Hulk's 
adventures, you can live them. 
On your Commodore 64™ or 
the new Commodore PLUS/4! M 
Command the intellect of Dr. 
Robert Bruce Banner (the man). 
Harness the fury of the Hulk (the 




monster). Use every bit of logic, 
reason, imagination and cunning 
you possess (this is why educa- 
tors like this series) to unlock the 
mystery of the chief examiner 
and his strength sapping door. 



We couldn't have captured 
the Hulk without the help of 
Marvel Comics™ and Scott 
Adams of Adventures 
International. 
But a puny human like you 
can pick up the Hulk all by 
yourself at any software 
store. (It's just a diskette.) 
And while you're there 
look at all the other 
Commodore software pro- 
grams for fun and profit, 
home, business and monkey 
business. 

You'll see why Commodore is 
quickly becoming a software giant. 

COMMODORE 






Trademark of Marvel Comics Group 




ADAMITES UNITE 

The September issue of EG had a 
letter which really degraded the 
ADAM computer. In my opinion, the 
ADAM is an excellent computer that's 
well worth the price. I own one and am 
having no problems with it. If my com- 
puter were to break down suddenly, 
all I would have to do to get it repaired 
would be to call Coleco and find out 
the address of the nearest service cen- 
ter. Honeywell is now an authorized 
service center, and combined with 
Coleco's new six-month warranty, it's 
a hard combination to beat. Most 
other computer companies only offer 
three-month protection, which shows 
the consumer Coleco's confidence in 
its new ADAM system. 

I am very satisfied with my ADAM 
and hope that it will be given a fair 
chance in the ever-expanding compu- 
ter market. 

Jeff Kramer 
Pembroke Pines, FL 

I've had enough! After reading the 
September issue (the letters from Ben 
Stein and David Lenske), I've come to 
the conclusion that most people are 
just bad-mouthing a really fine com- 
puter. After the Christmas rush was 
over, Coleco cleaned up its act and 
revised the entire ADAM line. The 
ADAMs put out after March have 
much better documentation, and are 
not laden with defects. I know five 
people other than myself who bought 
an ADAM within the last three months 
and have had no problems what- 
soever. 

There is another point I'd like to 
make. The Data Storage Drive was not 
meant to compete with floppy disk 
drives, but to bean improvement over 

18 Electronic Games 



conventional tape drives. In this re- 
spect, it's a tremendous improvement. 
Quite a few companies are already 
selling games and programs on Digital 
Data Packs, and the list grows longer 
all the time. ColecoVision cartridges 
will be around for quite some time, 
and once a disk drive comes out, the 
major companies will definitely sup- 
port the ADAM system. 

I leave you with this to ponder on: 
When the Commodore 64 first hit the 
market, stores across the country had 
thousands of them that were de- 
fective. Irregardless, the C-64 has 
gone on to become one of the hottest- 
selling computers in the country. 

Give ADAM a break. 

Michael J. Gratis Sr. 
Buzzards Bay, MA 

Ed: Whoa, Jeff and Mike, let's not 
degenerate into name-calling. Those 



September letter writers were cer- 
tainly as sincere about their gripes as 
you are about your praise. Since your 
personal experiences with the Adam 
differ greatly, it's not surprising that 
you've developed divergent view- 
points. There's a lot to like — and 
dislike — about the Adam, and it's this 
kind of exchange of lively reasonable 
opinions that will ultimately help the 
electronic gaming field make up its 
collective mind about this highly con- 
troversial micro. 

7800 ALREADY GONE? 

Your article about Atari's 7800 
looked great. But Newsweek's July 
15th issue paints a completely differ- 
ent picture. 

Jack Tramiel, formerly head of Com- 
modore International, engineered the 
Atari purchase, and the 7800 machine 




Atari 7800 keyboard. 



GIVE ELECTRONIC GAMES 
FOR CHRISTMAS 

SCORE POINTS WITH YOUR FRIENDS 
■■■■■■■■AND SAVE MONEY TOO! 

^t Special Christinas Gift Rate 



READER REPLAY 

looks as far away as ever. It may never 
see retail purchase at all. 

How about doing a little digging on 
it? 

Clarence Brown 
Zion r IL 
Ed: Because of the lag between the 
final copy deadline and a magazine's 
on-sale date — called "lead time" in 
the publishing business, we must put 
EG together several months before 
readers see it The September issue 
was already in distribution when Tra- 
miel's Atari take-over shook the elec- 
tronics world. As we go to press, Atari 
still hasn 't announced its plans for the 
7800 and other pending projects, but 
the decision will be widely publicized 
long before you read this page. And 
we're much too cagey to make pre- 
dictions in front of an audience that 
already knows the outcome. 

OUT IN THE COLD 

I am an owner of an Atari 5200 and I 
recently read your article about the 
Atari 7800. I was hoping Atari would 
make a computer or something as an 
upgrade for the 5200, but now it 
seems Atari has scrapped the 5200 en- 
tirely. 

I was really hoping that the 5200 
would be the best, but it now seems 
that Atari doesn't care about 5200 
owners. I feel now that I should have 
bought a ColecoVision. 

Michael Freeman 
Congers, NY 

PRAISES MULTIPLE 
FORMATS 

I would like to commend Atari for 
putting its hit games out for ColecoVi- 
sion and other home computers and 
videogame systems. Now maybe Co- 
leco will return the favor and make Co- 
leco games for the 5200 and 7800. 

There's no reason why all the big 
game companies can't make all the big 
hits for all systems. That way, every- 
body has a chance to enjoy the great 
games. 

Ted Vinson 
Fithian, IL 

QUIRK OF THE MONTH 

I found an interesting quirk in the 
Atari computer version of B.C.'s 
Quest for Tires. When in the volcano/ 
falling rock scenario, evade all the 
rocks and race to the farthest right 
point of the screen. When you get to 




oooo 



SPEED 



BONUS SCORE 
02710 00384 



BCS QUEST FOR TIRES (SIERRA) 



the turtles/dinosaur screen, you can 
just jump through, without worrying 
about either obstacle. 

P.S. If the object of the game is to 
rescue the Cute Chick, why is it titled 
Quest for Tires? 

Jeff Lunn 

Whitefield, NH 

Ed: Well, nobody knows the Cute 

Chick's name. . .Maybe it's 

Goodyear? 

PSST. . .WANNA BUY 
A PROGRAM? 

We call ourselves SubSoft and make 
computer game programs. I'd like to 
ask if you want to buy a game made 
for the Apple at a cheap price. We 
have about 150 games. 

Greg Candido 
Purchase, NY 
Ed: Greg, we're a magazine about 
gaming — not a game manufacturer or 
distributor. We don't buy or sell any 
computer games, but rather, tell de- 
voted gamers what's new about their 
favorite hobby each month. Good 
luck on selling your programs to a 
game manufacturer, though. 

A REAL HOME ARCADE 

This letter concerns all the people 
who love coin-ops. First, you don't 
have to have a lot of money to buy 
your own arcade machine. You can 
pick up a Space Invaders (from the 
right person) for $50.00, or a brand- 
new, never-used M.A.C.H. 3 for 



$1695.00. I own a total of five arcade 
games, which are Space Odyssey, 
Jack the Giantkiller, Reactor, Asteroids 
Deluxe, and Tempest. 

I've been collecting coin-ops for 
only seven months, and have spent a 
total $810.00 on my games. All of 
them are in great shape. So you don't 




M.A.CH. 3 (MYLSTAR) 

have to dish out a lot of money to buy 
your own game. 

If anyone would like some informa- 
tion on buying arcade games for home 
use, or would like some prices, write to 
me at 829 E. Mill, Santa Marie, CA 
93454. 

Stephen Beall 
Santa Marie, CA 

G 



Electronic Games 19 



THEOREM 

GAME DESIGNER 

TALENT HUNT 



By BILL KUNKEL 
And the EG Editorial Staff 



How Software Publishers Woo, Win 
and Keep the Top Talent 



The media have lionized game de- 
signers as the superstars of the 
electronic entertainment world and 
cruelly satirized them as nerds who 
lurk in squalid bedrooms and garages. 
Some creators have accumulated six- 
figure bank accounts in a matter of a 
few years, while others must do odd 
jobs for neighbors to eke out a living. 
And though software publishers fre- 
quently have trouble getting along 
with the folks who create the pro- 



yet discovered a way to keep a rotten 
game atthe top of the bestseller list — 
or to get savvy electronic gamers to 
purchase another disk from the same 
company if the first one is a dud. 

And the key to getting the right 
products is to corral the best group of 
designers. The competition among 
companies to attract — and then keep 
— the leading lights in the design 
world grew steadily more intense dur- 
ing the heyday of the home 



tracts, but today's game creators are 
not too different from other artists. 
Some find money the prime moti- 
vator, but other considerations can 
also prove decisive. For instance, loyal- 
ty keeps some designers with outfits 




Mark Blanc, one of Infocom's top designers. 



ducts, they know all too well that life 
without them is impossible. 

Since all but a few cynical fly-by- 
nights depend on repeat business from 
game buyers, developing the right 
products is the single most important 
ingredient for software publishing 
success. Good marketing and 
merchandising — broad headings 
which include everything from 
packaging to point-ot-purchase dis- 
plays — are both vital, but no one has 

20 Electronic Games 



videogame cartridge (1981-1983). 
Now that computer gaming has be- 
come the most dynamic segment of 
the electronic gaming field, the 
behind-the-scenes maneuvering is 
focusing on that arena. 

Money isn't everything. It does 
comes in handy, however, when 
you've got to write the monthly rent 
check. Some software company pres- 
idents have attempted to tie up the 
design stars by dangling lucrative con- 




which would otherwise be outbid for 
their services in an open auction. "I 
might've left Commodore a year 
ago," admits one anonymous code- 
basher, "but I admire John Mathias 
and enjoy working with him." 

The local setting can be a pivotal 
factor when publishers vie for the best 
and brightest. The chance to relocate 
to the now-legendary Silicon Valley 
has gotten more than one designer to 
the contract table with a northern Cali- 
fornia software house. Activision, Par- 
ker Brothers and First Star have made 
just as effective use of the attractions 
of the New York City area to lure tal- 
ent. 

Sometimes, one designer's Garden 
of Eden is another's Devil's Island. 
Companies based far off the beaten 
track frequently face this one. Older 
and more settled employees may glory 
in small town or rural society, but foot- 
loose game-inventors may find the 



same setting lonely. One publisher re- 
portedly solved the problem of a scar- 
city of single women in its vicinity by 
establishing a corporate account at its 
town's best little whorehouse. 

Whether or not to identify game de- 
signers publicly has divided the in- 
dustry for years. Even today, some 
coin-op and videogame manufactur- 
ers cloak their design departments in 
secrecy. Proponents of this strategy 
claim that it inhibits job changing 
keeping key people from coming to 
the notice of prospective hijackers. 

Yet a consensus in favor of crediting 
game creators has clearly developed in 
the industry over the last two years. 
Designers are artists and artists have 
egos, goes the rationale. Massaging 
those egos with a generous dose 
of public recognition promotes 
the kind of job satisfaction 
that keeps program- 
mers from roving. 



(It doesn't hurt that printing game 
credits has some solid market- 
ing benefits.) 

Putting together a roster 
of good designers is 
only part of the story. 
The way in which that 
talent is used can 
make a publisher suc- 
cessful or shove it into 
Chapter 11. Each com- 
pany has a distinctive 
system for handling 
the design function, 
but most subscribe 
to one of the five 
most popular strat- 
egies. These are: 





GREAT GAME DESIGNER HUNT 





Don Bluth, designer of Dragon's Lair and Space Ace. 



John Freeman and Anne Westfall of Freefall Assoc. 



1 . Over the Transom. This method, 
favored by Sirius Software and others, 
consists of buying the best games 
which show up at the publisher's 
office. This avoids the hassle of trying 
to cut deals with established stars, 
since most of the work is done by rela- 
tive newcomers who haven't entered 
into a long-term relationship with an- 
other company yet. 

2. Open Market. Broderbund and 
Parker Brothers are two of many com- 
panies which usually follow this 
approach. When a likely-looking pro- 
gram comes in, it is turned over to a 
developer, who whips it into publish- 
able shape. Two plusses: The pub- 




David Snider of Midnight Magic fame. 

22 Electronic Games 



lished games are invariably better than 
if they had been marketed "as is", and 
the interplay between the original de- 
signer and the in-house guru can lead 
to a continuing contract between pub- 
lisher and designer. 

3. Producer System. Electronic Arts 
invented this arrangement to solve the 
problems which arise from the differ- 
ing viewpoints of the designer and the 
manufacturer. According to EA chief 
Trip Hawkins, some publishers have 
trouble retaining creative talent be- 
cause they try to make designers toe 
the corporate line. "A nine-to-five 
workday and dress standards are all 
right for business people," he states, 
"but notfor artists." This arrangement 
pairs a designer or team with an in- 
house producer on an ad hoc basis 
until the project comes to market. The 
author and publisher agree on the 
general outline of the piece of soft- 
ware to be developed, and the pro- 
grammer then implements these deci- 
sions with the producer acting as all- 
around backstop and troubleshooter. 
Flexibility is a major advantage of this 
strategy, since it lets a company 
watchdog oversee the work in prog- 
ress and, when necessary, bring in 
specialists to upgrade aspects of the 
game even before it reaches the test 
stage. 

4. Outside Design Groups. Four 
years ago, it looked like every pro- 
grammer wanted to turn entrepreneur 
by starting a company. Some did well, 
but others stumbled because the abil- 
ity to design a saleable game doesn't 
imply the ability to market it — or run a 
multi-million-dollar company, for that 
matter. Some game creators wisely 
decided to leave selling the goods ex- 



perts and concentrate on establishing 
studios specializing in software design. 
Outfits such as Action Graphics, IPS 
and Tom Snyder and Associates 
generate a significant percentage of 
new game titles 

5. In-House Design. Some publish- 
ers use it exclusively, and almost all use 
it to some extent. This system involves 
the maintenance of design teams or 
individual designers right on the pre- 
mises (or at an easily accessible loca- 
tion). It allows company executives 
and supervisee to stay closer to the 
product and gives them more oppor- 
tunity to shape the creation along 
more commercial lines, if necessary. 




Steve Kitchen, of Space Shuttle fame. 



GREAT GAME DESIGNER HUNT 



On the other hand, putting a designer 
on salary may cut into output by 
removing the freelancer's need to 
work in order to keep eating. 

One man with definite ideas about 
how to catch and hold talent — and an 
impressive track record to back his 
view — is Richard Spitalny, president 
of New York City- based First Star Soft- 
ware. "You keep your designers the 
same way you attract them in the first 
place. Generally, it's your reputation, 
your history of aggressive marketing. 

"We give authors full credit on the 
games, in the advertising and on the 
promotional pieces. We play up the 
authors. We respect what makes them 
unique. And we're interested in new 
things. When a designer comes to us 
with a game, we never ask, 'What's it 
like?'. 

"Also, we're not putting out 25 pro- 
grams a year. Anything we publish is a 
major release, not just a catalog item. 

"Of course, there are financial con- 
siderations. But while some designers 
work simply to earn a livelihood and 
many newer people may be looking to 
get rich quick, the true auteurs — such 
as a Bill Budge or a Fernando Herrera 
— got into this field to find creative 
satisfaction and because of basic 
curiosity about how this technology 
could be used to create a new 
art form." 




John O'Neill, creator of Lifespan. 



THE CHANGING ROLE 
OF THE DESIGNER 



Back when Pong was still the best 
game we had, designers were a 
varied, mysterious and largely un- 
heralded lot. A few luminaries like 
freelance genius Ralph Baer and mas- 
ter marketer Nolan Bushnell shone 
forth brightly, but most of the rest 
simply drifted in from other fields. 
Part-timers and hobbyists, whose 
curiosity and imagination propelled 
them into the uncharted world of the 
computer, did most of the work. Few 
thought of game design as a legiti- 
mate career. 

The toy business never bothered to 
credit product inventors, and this 
philosophy found ready acceptance in 
electronic gaming. As a result, those 
who played coin-ops, stand-alones 
and hard-wired videogames during 
the 1970's seldom knew the name of 
the programmer who had made the 
experience possible. 

The story was different in computer 
gaming. Since many designers mar- 
keted their own products, pride of au- 
thorship got a higher priority. Title 
pages with full credits have thus been 
the norm right up to the present day. 
Most responsible for spreading this 
gospel is Activision, the first video- 
game publisher to identify its au- 
thors. 

Before the advent of Pac-Man and 
big-bucks licensing, copyright protec- 
tion was nonexistent. Some designers 
from this period found inspiration for 
computer programs as close as the 
nearest family amusement center. "I 
stole them," admits one programmer. 
"I'd wander around the arcades and 
rip off the ideas." 

When the boom erupted in 1978, it 
ushered in a more entrepreneurial de- 
signer. Since learning to program a 
microcomputer in BASIC proved to be 
fairly simple, it wasn't long before 
many one-person companies began 
hawking their wares through direct 
mail, small-space advertising in hobby 
magazines and other, similar avenues. 

BASIC, though easy to learn and 
use, didn't produce the best-looking 
graphics or quickest response for 
joystick-controlled programs. By 
1981, machine language programm- 
ing for commercial software had be- 



come common. Within a year, it had 
become the industry standard. Just as 
some actors couldn't make the move 
from silent films to talkies in the 
1930's, some programmers had their 
careers ended abruptly because they 
couldn't master machine language. 

In the home market, at least, mem- 
ory limitations became the most im- 
portant consideration for authors. This 
led to the emergence of the acrobats, 
code- crunchers who totally mastered 
one or more systems so thoroughly 
that they could make the machines 
perform seemingly impossible feats 
within the available memory capacity. 
The Apple was the main creative 
forum, and the typical designer had to 
produce a complete game with little, if 
any, outside aid. 

But the Apple didn't give much 
scope for sound or graphics. That was 
good for most designers of the period, 
but the players wanted the caliber of 
audio-visuals which had become com- 
monplace in the arcades (where mem- 
ory limitations are largely irrelevant). 
Though solo designers have produced 
many games for systems such as the 
Atari and the Commodore 64, it's a 
rare author who is equally adept at 
conceiving and implementing 
entertaining play-action and drawing 
beautiful pictures. 

Enter the design team. A squad of 
specialists, each an expert in one 
phase of game creation, can often do 
things no single author could accom- 
plish. The superstar designer/ 
programmer who can do it all is not 
unknown, but more and more titles 
are reaching market as a result of a 
group effort. 

The next turn of the wheel? It's hard 
to say, but one possibility is that larger 
computers will be more user- 
transparent and thus lots easier to pro- 
gram. This could open the way for 
much more direct participation in 
computer game design by artists from 
other fields who now must work 
secondhand because of the need for 
technical assistance. Bigger computers 
could also increase the use of design 
teams, as huge projects are split up 
into more manageable pieces to pro- 
mote productivity. 



Electronic Games 23 



GREAT GAME DESIGNER HUNT 











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The Ozark Software group. 



Dan Bunten of Ozark Softscape off- 
ers a view of the situation from the 
designer's perspective. As an es- 
tablished creator who has been in- 
volved in the programming of compu- 
ter software for several years r Dan 
wrote such titles as Computer Quar- 
terback and Cartels and Cutthroats for 
Strategic Simulations and, more re- 
cently, worked on M.U.L.E. and Seven 
Cities of Gold which have appeared 
under the aegis of Electronic Arts. 

He points out that finding qualified 
designers is sometimes even tougher 
than keepingthem. "It's hard to know 
who the top designers are, and even 
after you've found them, they may 
wind up not having any more good 
ideas. A company could end up paying 
an awful lot of money to someone 
who ends up not producing any- 
thing." Once the talent's in the fold, 
however, Bunten sees some effective 



strategies for keeping them there. 
"You have to have a lot of concern for 
the artist. Money is part of it, but not 
the main thing. We at Ozark Softscape 
have had other careers, but we look at 
game designing as a great chance to 
do something interesting and creative. 

"As a publisher, I think it's impor- 
tant to know when to let a project go. 
It's like the baseball pitcher who wants 
to throw a strike so badly he wants to 
walk the ball right into the catcher's 
mitt. You have to know when to let go 
of the ball." 

Not surprisingly, in view of his cur- 
rent association with Electronic Arts, 
Bunten is very high on that firm's 
method for handling game authors. "I 
think the major innovation made by 
Electronic Arts, the thing a lot of other 
publishers will be doing five years from 
now, is the "producer". The producer 
is the one who sees a project through 



SUBSIDIARY RIGHTS: 
THE NEXT BATTLE? 



Most designers have achieved good 
compensation for their programming 
activities, but a new factor threatens 
to disrupt the harmonious climate 
which has prevailed since jobs got 
scarcer in the wake of the Big Shake- 
out of 1983. The potential powderkeg 
is revenues from licensing and other 
merchandising. 

Characters derived from popular 
electronic games have become stars of 
stage, screen and television. In some 
other fields, such as comic books, 
merchandising income generated by 



top-of-the-line characters far exceeds 
the dollar sales volume of the publica- 
tions in which they actually appear. 
There are signs, such as the wholesale 
migration of game characters to Sat- 
urday morning TV, that something 
along the same line could be happen- 
ing to electronic gaming. 

The question; To what extent 
should the designer of a game share in 
the merchandising revenues produced 
by that game? It may take a lot of 
debate between designers and 
publishers to arrive at a just answer. 



from start to finish, who gets you 
money when there's nothing to eat, 
who contributes ideas when you're 
stuck." 

Analyzing Bunten's perspective pro- 
vides additional evidence to prove 
something we've known all along: Ev- 
ery designer is different. The loose rein 
of the producer system may be ideal 
for a knowledgeable and experienced 
self-motivator like Dan Bunten, but 
the reason Electronic Arts doesn't 
totally dominate talent acquisition is 
that each author has different needs. 
Some like the security of having some- 
place definite to go each day, while 
others prefer to do their electronic 
creating in remote locations, surfacing 
only long enough to find a publisher to 
take the latest title to the public. 

Designers of electronic games are, 
after all, genuine creative artists. And 
like artists of all types, they are mighty 
hard to classify like so many butterflies 
pinned to the page. As the growth of 
the home computer market brings 



24 Electronic Games 




more and more publishers into the 
sales competition, the most successful 
publishers are likely to be those who 



display the greatest ability to attract 
satisfy and hold the gilt-edged au- 
thors. G 



BRIDGING 
THE QUALITY GAP 



An enterprising amateur could, as 
recently as 1982, program a game in 
his or her spare time and then market 
it in some kind of utilitarian, low-cost 
package. The software produced by 
this type of cottage industry was not 
noticeable inferior to the average title 
issued by the commercial houses. 

Once, programmers were like col- 
lege football players. The cream of the 
crop could jump into regular slots in 
the National Football League directly 
from the campus.. Now programmers 
are more like college baseball players, 
even the best of whom must serve an 
apprenticeship in the minors. 

The knack for growing talent to 



maturity may soon become more val- 
uable than the ability to spot a full- 
blown star. Companies are, in a sense, 
setting up their own farm systems for 
programmers by giving the less ex- 
perienced ones translation work and 
putting novices into design groups 
where veterans can teach them. 

A few software houses are even 
taking a cue from print publishers by 
releasing promising, but slightly 
flawed, first games from designers 
who they hope will produce a. best 
seller by their second or third try. 
What retailers — many already com- 
plaining about mediocre products — 
will make of this remains to be seen. 



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Electronic Games 25 



WHAT S NEW IN 



EDUCATIONAL 

GA/WE5? 

Here's the Latest in Learning Fun 




STICKY BEAR ABC'S (WEEKLY READER) 

There certainly are lots of educa- 
tional games these days, especially 
considering that the category only 
solidified in 1983. It sometimes seems 
as though every publisher and design 
studio is bending its efforts to produce 
software of this type. 

The big impetus comes from the 
very fact that it is a new class of prod- 
uct. That means there's a pipeline to fill 
— and plenty of companies that want 
to fill it. This could lead to a shake-out 
when supply must directly reflect actu- 
al consumer demand, but right now, 
we've got a bumper crop of new pro- 
ducts. 

Nursery, kindergarten and gram- 
mer school topics are still the most 
popular. Colorful displays and simple 
contests help pre-literate toddlers 
learn to count and recite the alphabet. 
Action /strategy games on almost any 
subject desired entertain — and in- 
form — young readers. These pro- 

26 Electronic Games 



By JOYCE WORLEY 

grams aren't meant to replace class- 
room learning, but they do help make 
tough topics easier to absorb. 

Educational games are available for 
even the very youngest child. One ti- 
tle, Peek-A-Boo, by child psychologist 
Dr. Lee Salk (Atari/2600 & 7800) is 
suitable for infants as young as one 
year old. It uses the Atari Kids' Con- 
troller, and stars a cute kitty in a game 
of peek-a-boo that teaches directions, 
colors and shapes to the tot sitting in 
its mother's lap. According to Dr. Salk, 
it "involves reasoning and logical 
thinking presented in a manner that 
gives a child self-esteem and mas- 
tery." 

Most pre-reader software is aimed 
at kids 2 or 3 years old or over. There 
are quite a few "head start" programs 
to teach preschoolers shapes, colors, 
letters and numbers. Most use special 
characters, or even familiar faces 
licensed from other media, as on- 
screen tutors to guide the youthful 
computerists through colorful dis- 



to 




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STICKY BEAR SHAPES (WEEKLY READER) 



STICKY BEAR ABC'S (WEEKLY READER) 

plays. The Weekly Reader Family Soft- 
ware library of Stickybear games 
(Stickybear ABC, Stickybear Shapes, 
Stickybear Numbers, Stickybear Op- 
posites) for the Apple, Atari and Com- 
modore 64 computers, features the 
lovable bruin as on-screen tutor. High- 
res storybook-style animated graphics 
help youngsters acquire the important 
building blocks to literacy. 

Alphabet programs are a popular 
starting place for parents wanting to 
build an educational software library 
fortheir kids. Random House's Charlie 
Brown's ABC's uses Peanuts charac- 
ters to illustrate each letter. Romper 
Room I Love My Alphabet, by First 
Star, lets kids choose a letter, then see 
a descriptive object in cutely-drawn 
graphics. 

Software for slightly older pre- 
readers places less stress on familiar 
faces as guides, and more on game 
motifs to hold the learner's interest. 




WELCOME ABOARD (BRODERBUND) 



Springboard Software's Easy as ABC 
contains five games for youngsters 
aged 3-6 to play while learning the 
alphabet. It uses a picture menu so 
non-readers can choose Match Let- 
ters, Dot-to-dot, Leapfrog, Lunar Let- 
ters or Honey Hunt, 

Early Games For Young Children is 
a multi-game package from Spring- 
board for kids 216 to 6. Nine di- 
versions, each accessed from a picture 
menu, teach letters, how to add and 
subtract, how to type and draw with 
the computer, the alphabet, and how 
to spell their own names, all with no 
adult supervision. 

Dance Fantasy by Fisher Price lets 
tots create a dance to music. They get 
to choose the length of the dance, 
where the on-screen dancers move, 
and how they work together. It's de- 
signed to help sharpen youthful artistic 
senses and creative skills. 

Tonk In The Land Of Buddy-Bots, 
written by Mercer Mayer for Mind- 
scape, is a two-part program with four 
skill levels in each section, forages 4-8. 
Tink! Tonk!, the on-screen computer 
character, leads kids on an adventure 
as they travel through Buddy-Bot land 
collecting different parts of a Buddy- 
Bot robot, then guides them through 
games that help develop visual dis- 
crimination, critical thinking and com- 
puter literacy. 

Kermit's Electronic Storymaker, by 
Simon & Schuster, uses Muppet 



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characters to help beginning readers 
ages 6-9 make sentences which are 
then acted out on screen. Kids choose 
a noun, verb and descriptive word or 
phrase, drawing from a large menu of 
objects. For example, choose "the 
bed", then choose a verb, like 
"dances", and a phrase, such as "on 
the moon". The bed is pictured against 
a lunar landscape, then dances gaily 
across the screen. 

The Muppets also star in Welcome 
Aboard from Broderbund, for kids 9 
and over. It uses Kermit as narrator, 
with word balloons at the top of the 
screen giving instructions, as young 
computerists learn the basics of word 



Math-based games for older stu- 
dents use many of the standard in- 
gredients of action arcade entertain- 
ments, though the speed is scaled 
down to accommodate slow readers. 
Upper skill levels may be slightly faster, 
but are more likely to feature tougher 
arithmetic problems. 

Fish-Metic by Commodore is an 
arcade-style game for ages 7-13. Us- 
ing a joystick, kids swim a numbered 
goldfish upstream, passing over, un- 
der or next to other fish depending on 
whether their numbers are higher, 
lower or equal to the player's minnow. 
Sixteen difficulty levels, each with 
three agility settings, teach positive 




ROMPER ROOM I LOVE MY ALPHABET (FIRST STAR) 



TONK IN THE LAND OF 
BUDDY-BOTS (MINDSCAPE) 



processing, telecommunications, 
graphics, and programming. 

Arithmetic lends itself well to action- 
enhanced games, and almost every 
company offers a variety of math in- 
struction games covering every age 
and skill group. Games for the young- 
est computerists feature very simple 
displays or counting activities. 
Arithmetic skill builders are often 
based on flash-card technology that is 
incorporated into a game-like 
framework to make it more fun to 
practice doing sums. 

Hop Along Counting and Number 
Tumblers, both under the Fisher Price 
banner, teach number skills. The first 
title is for preschoolers 3-6, and helps 
them count clever on-screen bunnies. 
Number Tumblers is for grammar 
school students. By jumping a cute 
Wumble Chum from number to num- 
ber, they get practice solving math 
problems. 



and negative whole numbers, frac- 
tions and decimals. 

Number Builder by Commodore is a 
climbing and jumping game that uses 
familiar motifs from high-skill games 
to challenge young learners. A con- 
struction worker races around the job 
collecting number blocks to reach a 
target digit as users learn to do sums 
without pencil, paper or calculator. It 




HOP ALONG COUNTING (FISHER PRICE) 

Electronic Games 27 



What's New In Educational Games? 





OPERATION FROG (IPS/SCHOLASTIC) 



AMERICA COAST-TO-COAST (CBS) 



starts easy, for kids age 7, then grows 
with them through 12 levels that cover 
addition, subtraction, multiplication 
and division. 

This year there are more games for 
secondary school students as design- 
ers turn their attention to science, 
vocabulary building, geography and 
other subjects that dominate junior 
and senior high school. One unusual 
offering by Scholastic takes the mess 
out of biology with Operation Frog, 
designed by Interactive Picture Sys- 
tems (the same folks that created 
MovieMaker r Aerobics and Trains). 
It's a computerized dissection simula- 
tion. Pick the instrument (such as scis- 
sors or scapel) from a tray, then go to 
work on the on-screen toad. After 
removing an organ, a magnifying glass 
option lets the student get a closer 
look. It offers a feature that no real 
dissection can: after the internal ex- 
ploration, students can reassemble the 
frog to see it come back to life and hop 
away. 

Most word and vocabulary-building 
games are entertaining for all ages. 
Because of the necessity of providing 
for slow readers, action-based word 
games seems less predominant and 
many feature quiz-show or trivia con- 
test formats that make them fun for 
everyone. 

Shifty Sam from Random House is 
for one or two players. Sam deals a 
7-letter word to each player, who then 
bets on how many words he/she can 
create from those letters in 90 
seconds. The amount in the pot varies 
depending on the length and number 
of words made by the players, and 

28 Electronic Games 



how often Sam doubles the bet. Shifty 
Sam lets computerists enter their own 
word lists, so this program can provide 
unlimited gaming opportunities. 

Random House's Thwart! is another 
all-age vocabulary builder, but with a 
different twist. Choose one of 1 2 word 
categories, then come up with as 
many words as possible in that divi- 
sion, putting them all together like a 
crossword puzzle. 

History and geography are new 
topics for game designs, and it seems 
certain that more diversions built on 
these subjects will appear in months to 




OPERATION FROG (IPS/SCHOLASTIC) 




U.S. ADVENTURE (FIRST STAR) 



come. America Coast to Coast by CBS 

Software uses a keyboard overlay so 
that even computerists who can't type 
will be to easily enter their an- 
swers to quizzes, mysteries, puzzles and 
travel games about the USA, It's for 
anyone 8 or over. 

U.S. Adventure by First Star is a 
geography tutor for all ages. The gam- 
er uses a joystick to travel around the 
country. Each time a new state is en- 
tered, the computerist guesses the 
order of its entrance into the Union, 
then learns other significant events 
about it. Taking events through a time 
tunnel creates animated displays 
chock full of facts that teach American 
history, geography and other U.S. facts, 
such as states and capitals and the 
country's presidents. 

The tide of educational titles has not 
even begun to recede. It seems safe to 
predict that manufacturers will contin- 
ue to flood computer stores with in- 
structional software until a Great 
Shakeout occurs in the educational 
arena, just as it did in action games last 
year. There is a lot of duplication of 
effort from company to company, 
which no doubt will sort itself out in 
the months to come. But until then, 
parents have a great diversity of pro- 
grams to choose from. 

At the worst, these learning games 
help kids get a handle on knowledge. 
But at the best, the new curriculum- 
inspired titles are so entertaining that 
the whole family will want to get in- 
volved in the fun, and the educational 
payload is so subtly introduced that no 
one will notice that they're learning 
while playing the games. q 



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8E4729 

Electronic Games 115 



EG's Annual Guide to 




including the first two football games 
to utilize laserdisc technology. 

Bally/Midway's N.F.L. Football has 
the honor of being the first sports 
game on laserdisc. Players can com- 
pete against each other or against the 
machine. The game uses old highlights 
from San Diego Chargers/Los Angeles 
Raiders match-ups, and while the 
game is exciting to watch, it does not 
require much skill to play. Players 
seeking a challenge will probably be- 
come bored with it quickly. 

Stern's Goal to Go is another laser- 
disc football game pitting the gamer's 
gold team against the green team. This 
game requires a little more skill than 
N.F.L. Football; the player has to 
move his ball carrier with the joystick, 



10 YARD FIGHT (TAITO) 



By MICHAEL MEYERS 

The game of the gridiron has dis- 
covered a newfound popularity 
with young and old electrogamer 
fans alike. Some of the credit for this 
happening has to be given to the 
USFL, whose war with the NFL has 
generated a lot of public interest. 

Since Electronic Games' last 
"Players Guide to Electronic Foot- 
ball' (Oct., 1982), five new football 
simulations have been produced 
for the home and three new games 
have found their way to the arcades. 



30 Electronic Games 



Electronic Football Games 



dodging tackles left and right. Also, 
the player has a "hand" and "foot" 
button at his command. The "hand" 
button is for passing, hand-offs and 
laterals, while the "foot" button, logi- 
cally, is for kicking points after touch- 
downs. 

A classic that still can be found in 
many arcades is Atari Football, one of 
the first games ever to use a trackball. 
In Atari Football, players compete 
head to head with full eleven-man 
teams (represented graphically by X's 
and O's). Atari Football may be the 
first video football game, but it's still 
one of the best. 

The newest pigskin simulation 
in the arcades is 10 Yard 
Fight (Taito). Like 



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most football simulations, the object 
of this game is to score a touchdown. 
However, in order to lengthen your 
playing time, you must achieve a first 
down (10yds.). After gaining first 
down on your first play from scrim- 
mage, the player is awarded another 
10 minutes playing time (simulated). 
The more plays it takes to achieve a 
first down, the less bonus time is 
awarded. When the game clock 
reaches 0:00, the game is over. 

One of the unique qualities of 10 
Yard Fight is the ball carrier's ability to 
shake tackles. When the ball carrier is 



V 



Electronic Games 31 



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STARBOWL FOOTBALL (GAMESTAR) 



TOUCHDOWN 

in the clutches of a defensive player, a 
mere jiggle of the joystick will set him 
free. Unfortunately, the ball carrier can 
only do this three times per play. 

COMPUTER FOOTBALL 

There are two types of computer 
football games: those that are action- 
oriented — depending more on the 
joystick than the players knowledge of 
football — and those that are 
statistically-oriented, which take actu- 
al N.F.L. team statistics and include 



them in the game. 

Starbowl Football (Gamestar) 
would be filed under the "action" 
category. Players need good hand-eye 
coordination to complete passes from 
quarterback to receiver. Unless timed 
correctly, the receiver will bobble the 
ball and drop it, or a pass will be in- 
tercepted by the opposition. 

Tuesday Morning Quarterback 
(Epyx) provides all of the teams from 
the 1982 N.F.L. season, (when the S.F. 
49er's were kings of the N.F.L.), along 



B I Iktffll 



2600 REALSPORTS FOOTBALL (ATARI) 



with two All-Star squads. Players can 
choose from sixteen offensive plays 
and six defensive plays. Each player 
chooses a play and the computer, tak- 
ing into account such things as team 
stats and momentum, prints out the 
results. Game outcomes can be altered 
significantly by injuries to key players 
or penalties (which occur about once 
every thirteen plays). 

77V1G is very dependent on statistics 
but the program does provide a little 
arcade-style action when it comes to 
the kicking aspects of the game. Field 
goals and punts are far from automatic 
in TWIG, and timing is essential. Lucki- 
ly there is a "kicking practice" option 
in the game. 

SSI's Computer Quarterback pro- 
vides a unique approach to football 
simulations. In CG, the player must 
purchase a team with the three million 
dollars the computer has granted. Will 
you spend all your money on a star 
quarterback and offensive backfield, 
while playing with a mediocre de- 
fense? Or perhaps a balanced team 
with an average defense and offensive 
would suit you better? The choice is 
entirely yours. 

There are two speeds at which to 
play CG, Semi-pro and Pro. The Semi- 
pro game provides you with eighteen 
offensive plays and fourteen defensive 
plays. The Pro game has thirty-six 
offensive plays and twenty-four de- 
fensive plays. If you don't have an op- 
ponent, CG can be played solo against 
a computer "robot" team. 

VIDEOGAME FOOTBALL 

Flicker, Flicker, Flicker .... that 
pretty much sums up the problem with 
Atari VCS Football. Considering the 
limitations of the VCS, this game isn't 
all that bad. But that darned screen 
flicker just ruins the game. It's hard to 
keep track of a team when they're 
blinking on and off like athletic ghosts. 

Atari 2600 RealSports Football was 
an improvement over Atari VCS Foot- 
ball. Atari attempted something that 
no other videogame manufacturer has 
yet to attempt; they made RealSports 
Football playable against the compu- 
ter. How playable is the solitaire ver- 
sion of this game? Unfortunately, not 
very. 

Because of the Atari VCS limitations, 
the computer player is very predictable 
in this contest (usually the computer 
will run on first and second down, and 
pass on third and fourth down). But 
kudos to Atari for the effort. 

Being a true-blue armchair quar- 



32 Electronic Games 



terback at heart, I literally drooled in 
anticipation on seeing previews of 
Mattel N.F.L. Football. And while 
there is a lot more competition in the 
football videogame category today, 
N.F.L Football still remains one of the 
finest adaptions of the sport. 

In N.F.L Football, players each con- 
trol one player on a five-man team. 
There are nine offensive and nine de- 
fensive formations to choose from, 
and the offensive player can choose 
between two receivers to pass to. The 
number of play combinations is only 
limited by imagination. 

Mattel was considering updating 
N.F.L. Football a few years back, but 





5200 REALSPORTS FOOTBALL (ATARI) 



scrolling playfield. The offense has 
eighteen different formations to 
choose from; the defense has six. 
Video quarterbacks will love the ability 
to choose between two eligible receiv- 
ers on every down. The defensive 
player controls the middle linebacker. 
However, by pushing the lower fire 
button before the ball is snapped, the 
middle linebacker can be repositioned 
anywhere on the field. This is useful for 
blitzing the quarterback or operating 
in a prevent defense. 

The only flaw in this game is the 
weakness of the defense when there 
are two skilled players competing. Be- 



cause the computer-controlled players 
on defense aren't as skilled as the 
joystick-controlled players, certain 
offensive plays cannot be stopped — 
no matter how skilled the defense is. I 
leave it to you to discover exactly 
which plays I mean. 

Coleco Football — after almost a 
year's delay — looks like it may finally 
reach the market. This excellent foot- 
ball contest boasts superior graphics 
and the ability to control up to four 
players at once (by way of the Coleco 
Super Action Controlers). Coleco 
Football should make a big splash in 
the sports game market. Q 



these plans never came to be. Still, 
most sports gamers are content with 
Mattel N.F.L. Football the way it is. 

Mattel's M Network Football, com- 
patible with the Atari 2600, is more 
than just an adaption of Mattel's 
N.F.L. Football. Unlike the Intellivision 
version, M Network Football allows 
you to determine who will block and 
who will go out for a pass during any 
given play. M Network Football may 
not be as visually perfect as N.F.L. 
Football, but it's certainly just as play- 
able. 

You know what they say — "third 
time's a charm!" Well, Atari's third at- 
tempt at a pigskin simulation is just 
that — a charm! 

In Atari 5200 Football, players drive 
their six-man teams down a beautiful 





4 



SUPER ACTION FOOTBALL (COLECO) 



Electronic Games 33 



OUR ARCADE GAMES 

WE BROUGHT 



- J BugfE B Be* 
■*^B B^* JB^ 



Bally Midway's Spy Hunter puts 
you in the driver's seat of the hottest 
machine on four wheels. You're 
after enemy spies. The situation is 
life and death. You'll need every 
weapon you've got - machine guns, 
and guided missiles, oil slicks and 
smoke screens. But the enemy is 
everywhere. On the road, in the 
water, even in the air. So you'll have 
to be more than fast to stay alive in 
Spy Hunter. You'll need brains and 
guts, too. 

Do you have what it takes? 




Bally Midway's Tapper would like 
to welcome you to the fastest game 
in the universe. 

You're serving up drinks in some 
of the craziest places you've ever 
seen. And the service better be good, 
or else. You'll work your way 
through the wild Western Saloon to 
the Sports Bar. From there to the 
slam dancing Punk Bar and on into 
the Space Bar full of customers who 
are, literally, out of this world. 1 

Are you fast enough to play Tap- 
per? If you have to ask, you probably 
already know the answer. 



Bally Midway's Up 'N Down by 
Sega. In this game, a crash is no 
accident. 

In fact, it's the whole object of the 
game. You'll race your baja bug over 
some of the worst roads south of any 
border. Leap dead ends, gaping can- 
yons and oncoming traffic in a single 
bound. And if anyone gets in your 
way crush 'em. 

Crashing, bashing Up 'N Down. It's 
one smash hit that really is a smash. 




The #1 ArcadeGameof 1984. 



Nominated as Most Innovative Coin-Op 
Game of 1984 by Electronic Games magazine. 



#1 Arcade Hit, Play Meter Conversions Poll, 
8/1/84. 



WERE SUCH BIG HITS 
THEM HOME. 



3 




Sega's Congo Bongo rocked the 
home game world when it shot up to 
Number 3 on the Billboard chart 
this summer. 

And now it's available for even 
more home systems. So check the 
chart and get ready for jungle action. 
You'll pursue the mighty ape Congo 
up Monkey Mountain and across the 
Mighty River. Do battle with dan- 
gerous jungle creatures. Ride hip- 
pos, dodge charging rhinos and try 
to avoid becoming a snack for a 
man-eating fish. 

Congo Bongo. It's fast and it's fun. 
But be careful. It's a jungle in there. 







u*-.> tf* 


iKT J md 


2 


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Sega's Zaxxon. If you haven't 
played Zaxxon, you must have been 
Jiving on another planet for the past 
few years. 

And now the ultimate space com- 
bat game is available for even more 
home systems. You'll pilot a space 
fighter through force fields and ene- 
my fire on your way to do battle with 
the mighty Zaxxon robot. Countless 
others have gone before you in this 
Hall of Fame game. But this time 
your life is in your own hands. 

Zaxxon killed them in the arcades. 
But compared to what it will do to 
you at home, that was child's play. 












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Atari 5200 












cartridge 










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Atari 












Computers* 
cartridge 


NEW 


NEW 


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NEW 


Atari Computers 1 " 


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diskette 


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ColeeoVision & 


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ADAM cartridge 


NEW 


NEW 


NEW 


NEW 




Commodore 64 












cartridge 


NEW 


NEW 


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Commodore 64 










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diskette 


NEW 


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Apple II, He, He 










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diskette 


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IBM PC 




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Arcade and Home Smash. Hit #3 on Billboard One of only ten games ever to make Electronic 
magazine'sTop Video Games survey. Games' Hall of Fame. 



Published by Sega Enterprises, Inc. 
/ Published by Datasoft, Inc. under license from Sega 

Enterprises, Ine, 

Published by Coleeo Industries, Inc. under license 

I rum Sega Enterprises, Inc. 

Published by Synapse Software Corporation under 

license from Sega Enterprises, Inc. 
*Atari400, 800, 60DXL, 800XLand 1200XL. 
(Congo Bongo cartridge: 400, 800 and 800XL.) 
tAlari800,600XL,800XLand 1200XL. 
**Also available for IBM PCjr. 

All new games are scheduled to be in your stores for 
Christmas. Check your local dealer. 
© 1984 Sega Enterprises, Ine. 

I Number of game levels varies on eart ridges for Atari 
and Commodore systems. Atari, 2600, 5200, 400, 800, 
600XL, 800XL, and 1200XL are trademarks of Atari 
Corporation. Commodore 64 is a trademark of Com- 
modore Elee ironies, Inc. ColeeoVision and ADAM arc- 
trademarks of Coleeo Industries, Inc. Apple, II, lie, and 
lie are trademarks of Apple Computer, Inc. IBM, PC and 
PCjr are trademarks of International Business Machines 
Corp. UP 'N DOWN is a trademark of Sega Enterprises, 
Ltd., manufactured under license from Sega Enterprises, 
Ltd., Japan. Videogame copyright ©1983 Sega Enter- 
prises, Ltd. BALLY MIDWAY is a trademark of Bally 
Midwav Mfg. Co. Package and program copyright © 1984 
Sega Enterprises. Inc. TAPPER and SPY HUNTER arc- 
trademarks of Bally Midway Mfg. Co. Videogame 
copyright © 1983 Bally Midway Mfg. Co. All rights 
reserved. ZAXXON is a trademark of Sega Enterprises, 
Inc. Copyright © 1984, Sega Enterprises, Inc. CONGO 
BONGO is a trademark of Sega Enterprises, Ine. 
Copyright ©1983, Sega Enterprises, Inc. 




compuTERGflminG 



Action Arena 


36 


Passport to Adventure 


42 


Think Tank 


44 


Articles of War 


45 


Electronic Pressbox 


48 


Playing It Smart 


50 


Translations 


53 



ACTION ARENA 



ARCADE BOOT CAMP 

Designed by John Besnard 
Penguin Software/Apple H/48K Disk 

Considering the popularity of com- 
puterized tutorials, it's amazing that 
no publisher until Penguin has pro- 
duced an interactive training system 
for improving skill at arcade action 
games. Frivolous subject? Sure. But no 
more so than blackjack. 

The computerist marches a cute lit- 
tle cartoon character into the right sec- 
tion of the training ground to pick one 
of the five fields of study. Choose 
quickly, or the drill sergeant will give 
you a boot in the rump to hasten your 
decision. 

In driving, one of the five fields, the 
player tries to keep a jeep on a twisty 
road for 25 scale miles. Each crash 
costs a rank, counting down from 
Sergeant Major. If the driver travels 
the required distance before losing the 



last stripe, the next task is to stay on a 
similar road — but this time it's 
covered with slippery ice! As the 
trainee becomes more proficient, the 
tests grow more demanding. 

The program helps the player mas- 
ter the various play-mechanics which 
are the basis of most electronic action 
games. Only time will tell if it works, 
but it certainly is an intriguing concept. 

The computerist logs onto the disk 
prior to the first play-session. By enter- 
ing a code number at the start of each 
subsequent boot, the recruit tells the 
program that a familiar student is back 
for more training. 

None of the modules sparkles as a 
game, but the idea is so ingenious — 
and is carried off in such high style — 
that most blast brigaders will want 
Arcade Boot Camp for their software 
library. 

(Arnie Katz) 




ARCADE BOOT CAMP (PENGUIN) 



ZOMBIES 

Designed by Mike Edwards 
Bram/ Atari computers /48K Disk 

When Wistrik hid the crowns of the 
Middle Kingdoms in seven dungeons, 
he created an action quest worthy of 
any armchair hero. Only the most skill- 
ful joystick jockeys will be able to ex- 
plore the seven realms, each depicted 
in striking pseudo-3-D perspective, 
and emerge bearing the crowns with- 
out exhausting the initial supply of 50 
hit points. 

Since Wistrik protected his seven 
dungeons with a spell that negates 
standard weapons, the hero must util- 
ize two main magical helps — and a 
deft hand on the stick to steer the on- 
screen figure away from dangers 
which can't be out-fought. 

The ability to cast spells is the play- 
er's most powerful resource. A scroll 
either gives the character five addi- 
tional hit points or makes it possible to 
work one of three types of in- 
cantations. Pushing the action button 
while the character stands still lets the 
computerist choose one of three spells 
by throwing the stick in the appropri- 
ate direction. (Pulling the stick down 
casts the most recently acquired spell.) 

Spells are great stuff, but getting 
past the zombies, snakes and flying 
eyes which pollute the seven realms 
requires mastery of the 32 Talismans 
of Rhadamanthus. The hero drops a 
cross when the gamer hits the action 
button while the character is moving. 
During its four-second life span, a 
Talisman acts like mystic fly paper, im- 
mobilizing any being which touches it. 
The hero has 32 such crosses, 
although they can be reused once their 
period of effectiveness ends and they 
disappear from the playfield. 

The graphics are brilliantly con- 
ceived. Although the drawings aren't 
very complex, inspired useof colorand 
shape gives each realm an in- 
dividualized look. 



36 Electronic Games 



Zombies can be played solitaire, or 
two adventurers can cooperate. As in 
the Odyssey videogame Quest for the 
Rings, a pair of on-screen worthies can 
pool their efforts to collect all the 
prizes. 

Good games are common these 
days. Those which also display 
originality are much rarer. Zombies is 
such a game. 

(Steve Davidson) 

ZEPPELIN 

Designed by William Mataga 

Synapse Software/ 

Atari computers/48K Disk 

Successfully piloting a stolen zeppe- 
lin through a multi-chambered cave 
complex is the only way to escape the 
prison of the Timelords in this omni- 
directional scroller. 

The craft can put out a lot of fire- 
power in response to hitting the action 
button, which is fortunate, because 
the complex bristles with stationary 
and mobile weapons. The gamer can 
improve the odds of survival by selec- 
tively shooting switches embedded 
into the cave walls. Each switch con- 
trols a specific weapon. Zapping the 
right switch can remove a flight of 
attack helicopters, turn off a rock fall 
or nullify a laser gate. This puts a pre- 
mium on accurate marksmanship, 
while not negating the advantage of a 
quick trigger-finger. 

Multiple skill levels keep the game 
interesting even after repeated play, 
but frankly, many home arcaders will 
be a long time working up to "expert" 
status. 



Bill Mataga, who also created the 
Shamus series, has designed another 
great action computer game. 

(Arnie Katz) 

SARGON II 

Hayden /Commodore 64/Disk 

Is anyone looking for a chess- 
playing soulmate available any time, 
an easy way to examine possible 
moves or past games, or a way to com- 
pete with a challenger that can grow in 
ability as they do? 

If so, then search no more! 
Hayden's Sargon II provides all that 
and then some. Experienced chess 
players can practice involved strat- 
egies while novices, with the aid of a 
beginner's book, can learn from the 
computer's moves or the advice it 
gives. 

Before Sargon II this reviewer had 
forgotten how entertaining a good, 
stimulating game of chess could be! 

It is astoundingly easy to use. Even 
the edit function (for setting up de- 
veloped games) can be learned in mi- 
nutes. Want to take back a move? No 
problem at all! A few edit keystrokes 
take care of the whole matter. 

Would-be Bobby Fischers select 
color as well as level of difficulty. As 
the easiest, zero is a Cakewalk in which 
the computer responds immediately. 
Level nine allows the computer an 
average of four hours per move. In 
most levels the computer plans ahead, 
considering possible countermoves 
and their responses. Thus the depth of 
Sargon II becomes apparent. 

The board, seen from above, depicts 




ZEPPELIN (SYNAPSE) 




SARGON II CHESS (HAYDEN) 

standard chess figures. Audio signals 
alert players to illegal moves as well as 
checkmate. 

Two-entry alphanumeric notation is 
used to move the pieces about. En pas- 
sant capturing and castling (either 
side) are also incorporated. Need some 
advice? Just press F3 and the silicon 
opponent provides what it thinks is a 
good move although there are no 
guarantees! 

Well-planned, nicely presented, a 
joy to play. What more could one ask 
for? Sargon II, check (mate) it out! 
(Ted Salamone) 



BUNNY 

Datamost/ Apple II/48K Disk 

To get a little pre-game inspiration, 
start by paging through the comic 
book that depicts the growth of Reg- 
gie Rabbit from a philosophical weak- 
ling into the heroic Super Bunny. Dale 
Kranz, who put the Super Bunny 
legend together out of a concept by 
Gary Koffler, should get some credit 
for the comic book rendition of the 
story. It is impossible to read this tale 
without wanting to get on the screen 
and help Super Bunny destroy the vil- 
lians and grab great glory. 

In the trip from the comic book to 
the computer screen, some of the 
magic slips away. The graphics by 
Thomas Spears, however, are as good 
as anything you'd want to see on such 
an outing. Reggie Rabbit looks very 
vulnerable as he dodges the bad guys 
on his way across the screen to get to 
the magic carrots that will transform 
him into Super Bunny. 

Once he makes it across the screen, 
his worries aren't over yet as the 
gremlin holding the carrots shifts ran- 
domly to one of three positions on the 
right-hand side of the screen. 

Once Reggie has chomped the car- 
rots the cowering coney turns Super. 
He must then make the same trip back 
across the screen, this time trying to 
run into and eliminate as many of the 



Electronic Games 37 



COMPUTER GAMING 




SUPER BUNNY (DATAMOST) 



wolves, snakes, owls, vultures and so 
on as he can before time runs out on 
the carrots' power. 

At the first level, the hero has 45 
seconds of Super Bunny powers dur- 
ing which to vanquish the foes. At 
each successive level the magic power 
lasts for five fewer seconds until only 
20 seconds remain at the sixth level. 

What is disappointing about the 
game is the manner in which Reggie or 
Super Bunny must avoid or chase the 
enemies. Across the main section of 
the screen are several rows of vertical- 
ly moving elevators. Some are empty 
and some are full of meanies. But 
while many of the better and more 
challenging games require a multitude 
of skills to achieve high scores and up- 
per levels, Super Bunny requires only a 
good sense of timing to get inside each 
elevator compartment. 

That isn't to say the game is easy, 
it's just rather one-dimensional. Super 
Bunny can be played with keyboard, 
joystick or paddle, and the disk saves 
the top 10 scores. For graphics and 
cuteness of story alone, Super Bunny 
might have enough positives to be 
worth the purchase, but the games' 
excitement level isn't sky-high. 

(Rick Teverbaugh) 

FROGGER II: THREEDEEP 

Parker Brothers/ 
Commodore 64/Cartridge 

This sequel to Frogger is better than 
its predecessor in more ways than one. 
While the play-mechanic remains the 
same — maneuvering the title char- 
acter across rows of moving hazards — 
plenty of new twists have been added. 
The question remains, however, how 
many Froggers does a gamer need? 

Frogger II begins underwater, but 
play occurs on three different screens, 



so he also sees action on the water's 
surface and in the air. Realism is 
obviously not an issue here. Not only 
does this frog go airborne, but the col- 
lection of creatures encountered on 
the surface screen would give Marlin 
Perkins the willies! 

On the first level, the gamer must 
guide three frogs home to logs floating 
across the top of the screen while 
avoiding the snapping jaws (and tails) 
of alligators and barracudas, which run 
in packs across the screen. 

So far this sounds like Frogger /, but 
there is an added hazard here: the 
water current. Frogs can't sit and wait 
for openings — the current sweeps 
Frogger off screen to certain death. 
Treading water is fine, though, and 
there is help available in the form of a 
friendly turtle who can carry our hero 
piggyback almost to the top of the 
screen. If he goes off-screen with frog 
attached, both simply reappear on the 
opposite side of the screen, alive and 
well. This does eat up time, so joyrid- 
ing on the turtle is not recommended. 

Gamers can move between the 
three screens without logging all the 
frogs on any one. Downwards move- 
ment is accomplished by falling into 
either water or air with no penalty ex- 
cept wasted time. If a frog jumps onto 
the end of a log or onto an occupied 
log at the top of the undersea play- 
field, he ends up on the surface. Here 
he must hop amongst a peculiar col- 
lection of aquatic fauna, including hip- 
pos, alligators (non-lethal), ducks and 
whales, on the way to a life preserver 
towed across the top of the screen. Be 
wary of the Mama duck; she has a 
Jekyll-and-Hyde personality. If she 
passes while the frog is hitching a ride 
on her ducklings, that's one life gone. 
However, hopping onto her back 
takes the frog to the third screen. 

In the air, Frogger bounces on 
trampoline-like clouds until he catches 
a passing bird, and then leap from bird 
to pterodactyl to bird in order to reach 
a niche in the clouds. Avoid the flying 
dinosaur — bouncing into his un- 
derside is lethal. Fill all the berths on all 
screens and the game gets harder and 
faster, with more dangerous, and few- 
er useful, creatures. 

Bonus points are available on all 
screens, including a super bonus on 
the surface. Underwater, the air bub- 
bles which rise from the bottom are 




FROGGER II: THREEDEEP (PARKER BROS.) 

worth 1 00 points, as are the butterflies 
flitting among the clouds. Every 
10,000 points, a stork appears on the 
air screen — hitching a ride on it nets a 
baby frog and an extra life. 

Frogger II is a good game of its kind, 
although it has a somewhat old- 
fashioned air about it. Certainly fans of 
the original Frogger will be very 
pleased with its successor, and newer 
fans should find it appealing and 
challenging as well. About the only 
really negative thing to say about this 
game is that the timing of its release is 
off. A year ago, before the rise of com- 
puter action games with their greater 
emphasis on strategy, this would have 
been a more exciting release. 

(Louise Kohl) 

JUNGLE HUNT 

AtariSoft/ Apple II/48K Disk 

This edition of the Taito coin-op 
may prove shocking at first, because it 
certainly doesn't look like other edi- 
tions of the multi-scenario action- 
adventure. The programmer knew 
that it would be impossible to dupli- 
cate the familiar visuals and wisely 
didn't try. Instead, this version sports 
a totally new graphic look which em- 
ploys the capabilities of the Apple to 
good purpose. 

The play is basically unchanged 
from the other arcade-to-home trans- 
lations. That is, the player uses the 
joystick to guide an on-screen explorer 
through the jungle, across the river 
and up the hill to rescue a princess 
from the cannibals. 

If Jungle Hunt is a favorite, this edi- 
tion should be fairly pleasing. It's a 
solid production with most of the vir- 
tues — and flaws, too — of the play- 
for-pay machine. 

(Steve Davidson) 



38 Electronic Games 



/Touchdown 
Football 



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Touchdown 
Football 



Tournament 
Tennis 



Grand Slam 
Baseball 



Chopper Hunt Dragon fire 



IMAGIC 1-2-3 Moonsweeper 



Touchdown Football: 'Without qualification, Touchdown' is the best 
football game available for the IBM. . . the game is a triumph in football 
programming!' Creative Computing 

Tournament Tennis: "Jsthe#1 selling game in the United Kingdom 
on the top 50 and top 20 charts." pcn Charts 

Dragon fire: ". . . clearly defines a new 'state-of-the-art' for game visuals. 
It is one of the most exciting arcade games." Electronic Games 

IMAGIC 1-2-3: "The three-in-one format provides a terrific value to 
customers:' The Whizz Kid 

Moonsweeper: "...is an arcade-quality space game with truly spectacular 
graphics. Play action is very involving. . /Moonsweeper' is a winner!" 

Video Game Update 

IMAGIC's Action Sports and Arcade Action games for lasting enjoyment Vivid, exciting 
graphics and sounds and realistic game-play transport you to playing fields and magical 
worlds. Take some good advice and jump into the action today 

Available for IBM, Commodore, Apple, Tandy, Atari and ColecoVision/Adam systems. 




COMPUTER GAMING 




IFR FLIGHT SIMULATOR (ACADEMY) 



IFR FLIGHT SIMULATOR 

Academy/ Commodore 64/Disk 

Academy's IFR Flight Simulator for 
the C-64 allows compugamers to take 
total control of a light plane similar to a 
Cessna 172RG. 

The screen depicts a working instru- 
ment panel consisting of compass, air 
speed indicator, altimeter, fuel 
gauges, flaps and turn indicators, 
artificial horizon, and other naviga- 
tional aids. It has an extremely realistic 
look. 

Combination joystick/keyed input 
controls all flying and steering func- 
tions. Push the craft beyond its limits 
and it's curtains for all on board! 

Failure to read the maps correctly or 
fully understand the instrumentation 
can cause dire consequences in the 
real-time flights between four airports. 

IFR provides many of the challenges 
of actual flight, and consequently it 
has a longer-than-average learning 
curve. Luckily, the pleasure derived 
from it makes the extra effort worth- 
while. 

(Ted Salamone) 

PINBALL WIZARD 

Microdigital/VIC-20/Cassette 

There's something about playing a 
pinball game on a computer that's 
magical. Maybe it's the bells ringing — 
more likely though, it's the bouncing 

40 Electronic Games 



ball. Whatever it is, Pinball Wizard has 
that magic. 

Players start the game with five 
balls. (Extra balls are awarded at 
50,000 and 75,000 points.) As in other 
pinball games, the ball has bounce, 
gravity and speed. Points, of course, 
are accumulated by rolling over dots 
and hitting bumpers and bonus 
arrows. 

Since all play is conducted through 
the keyboard, joystick jockeys may 
have some trouble getting used to the 



game. But die-hard pinball wizards 
shouldn't have any problem. The play- 
er pulls back on the plunger by de- 
pressing the F5 key, and releases the 
ball by hitting the F7 key. The cursor 
key controls the right flipper, and the 
CBM key corresponds to the two flip- 
pers on the left. 

In addition to hitting the ball with 
the flippers, players can use the equiv- 
alent of body English. By touching the 
spacebar, the ball is kept in action a 
little longer. Watch out, though — de- 
press the bar too much and the game 
will tilt. 

Pinball Wizard also comes with a 
BSM (Basic Score Multiplier). Each 
time the ball rolls over one of the five 
dots, it changes color. The BSM is 
equal to the number of same-colored 
dots. 

The only drawback to Pinball 
Wizard is that the ball can't be held on 
the outside edge of the flipper, 
bounced and then whacked back up 
through the chutes. 

(Vincent Puglia) 

COSMIC TUNNELS 

by Tim Ferris 

DataMost/ Atari computers 

As in the "Star Wars" saga, the first 
episode of Captain Sticky's adventures 
in space to become public is dubbed 
"part four" of a larger series. Cos- 
mic Tunnels puts the player in the role 
of the corpulent captain himself as he 
aids the planet Siref in its war against 
the Jebs. 







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PINBALL WIZARD (MICRODIGITAL) 



COMPUTER GAMING 



It seems the Jebs have cut Siref off 
from its energy-producing asteroid 
belt, and only Captain Sticky can save 
the day! His first mission: to maneuver 
his spacecraft from its home base to 
one of the four square Cosmic Tunnel 
gates at the top of the screen, while 
dodging falling meteors. 

Once through the gate, the ship en- 
ters a space warp. Mines appear in the 
distance, hurtling towards the ship at 
lightning speed. Shoot as many of 
these as possible. Allowing a mine to 
hit the ship — or even get past without 
being destroyed — drains the space- 
ship of precious energy. 

After leaving the tunnel, Captain 
Sticky must successfully land on the 
asteroid's surface. Enemy bases shoot 
energy-sapping bombs, so it's advis- 
able to destroy them all before 
touching down on the landing pad. 

Once on the asteroid, the caped 
crime-buster faces his toughest chal- 
lenge yet: to retrieve the two glowing 
energy bars and place them in the 
ship. His progress is slowed by the pre- 
sence of Dynobots, Electric Lizards, 
Monstrous Minchers, or even the 
dreaded Space Turkeys. If a critter 
touches the captain, he loses a life. 
Luckily, four x-marked launch pads 
help him whizz over their heads in re- 
lative safety. When both energy bars 
are safely in the ship, it's on to the next 
tunnel — and the next asteroid. 

Cosmic Tunnels is a well-planned, 
enjoyable game with a cohesive plot 
line, nice visuals and sound, and varied 
play-action. It's not the most enthrall- 
ing game on the block, but it's an in- 
teresting addition to a game library. 
(Trade Forman) 

CRAZY CAVEMAN 

Merlin/Commodore 64/Disk 

As a cave dweller separated from his 
hunting party, the player's goal is to 
regain friends and family. Traveling 
left, the only way permitted except for 
momentary backtracking, arcaders 
jump rolling boulders by pushing the 
joystick forward. If any of the three 
game lives survive this ordeal, it's on to 
the march of the dinosaurs. 

These solid green sprites attack in 
single-file waves of four. Pressing the 
fire button swings the one offensive 
weapon the caveman left the cave 
with — a stone axe. There's no real 
violence though, because the 
ravenous reptiles are merely chopped 



CORE : 

2680 



CRAZY 
CAUEMAM 



HIGH- 
2686! 




CRAZY CAVEMAN (MERLIN-3R) 



down to size. 

Other dangers include flightless 
dodo birds which travel by leaps and 
bounds. Needless to say they are to be 
avoided — a task that's much easier 
said than done. 

Last, but not least, pterodactyls fly 
overhead, dropping rocks on the we- 
ary traveler. Do well enough (10,000 
points) and another game life is 
earned. 

The graphics, except for the cave- 
man, are lackluster. The play-action is 
fluid, though selectable difficulty 
levels would have made it a better 
game. Crazy Caveman is so difficult at 
first, it's downright disheartening. 

The sound effects are minimal, 
mostly indicating the wanderer's foot- 
steps or his demise. The funeral is cele- 
brated with a flashing rainbow of col- 
ors replacing the blue sky above the 
monocolored mountains. Unusual, to 
say the least. 

Overall, Crazy Caveman is an aver- 
age offering — not worth the time 
needed to become accomplished at 
rejoining the tribe. 

(Ted Salamone) 

O f RILEY'S MINE 

Programmed by Mark Riley 
Dataso ft/ Atari computers/ 
16K Disk or Cassette 

This one-screen tunneling game 
may not add anything earthshaking to 
the genre, but what it does, it does 
exceptionally well. 

Thematically, O'Riley's Mine is 



much too familiar. The gamer un- 
earth all the buried treasures before 
the raging subterranean river sub- 
merges the mine shaft of the miner, 
O'Riley, is caught by one of the three 
riled river monsters. The intrepid miner, 
however, is prepared with dyna- 
mite sticks, which he can use to cave in 
the shaft behind him and temporarily 
block the monsters. 

The river rises at a faster pace at 
higher levels, and the river monsters 
have their own timer, of sorts. 
Whenever the moon rises 
above ground, they get more aggres- 
sive. To make matters worse for 
O'Riley, one of the treasures becomes 
a skull and crossbones. 

There's really only one com- 
plaint possible: that of aesthetics. 
Why did the designer feel it necessary 
to include so many diverse lodes (oil, 
gold bars, diamonds, rubies, coal and 
uranium in the same mine shaft? It 
may be a trite complaint, but it's the 
little things such as this that prevent a 




O'RILEY'S MINE (DATAMOST) 

Electronic Games 41 



COMPUTER GAMING 



good game, like O' Riley's Mine, from 
becoming a great one. 

(Vincent Puglia) 

BLUE MOON 

Meriin-3R Imports/ Commodore 64/Disk 

Blue Moon is proof that outer 
space-themed slide and shoots have 
international appeal. Made in England 
by Merlin Software and imported by 
3R Import and Export Corp. of Syra- 
cuse, New York, this multiscreen 
arcade-style game is a blast with a 
Lime(y) twist. 

As pilot of an intergalactic space 
vessel, compugamers must defeat var- 
ious enemies before rescuing the crew 
of a sister ship and returning to land on 
the Blue Moon. Choosing from fifteen 
difficulty settings, players use the joy- 
stick to steer, and the fire button to 
annihilate. 

First the two components of the ship 
must be mated. Failure to do so results 
in loss of one of the five vessels avail- 
able at game start. Nex some fur- 
iously-moving comets have to be dis- 
patched. These are good-looking 
sprites which mostly travel across the 
top of the screen. Occasionally they 
drop straight down, or cut across di- 
agonally at extreme angles. Tricky, 
very tricky. 

Blue bouncers then show up. They 
move helter-skelter across the screen 




BLUE MOON (MERLIN-3R) 



at almost light speed. They fire back 
and have an annoying habit of chang- 
ing directions without warning. Thank 
goodness for the ship's unlimited 
rapid-fire weaponry! 

The Tecom man appears next, 
dropping deadly droids and yellow 
eggs, which hatch into plasma-firing 
bell birds. Beware of this combo. After 
that, a successful landing on the 
moonbase earns players another life, 
causes the Union Jack to unfurl to the 
strains of "Hail Britannia", and ad- 



vances gamers to the next level auto- 
matically. Quite effective. Besides this 
brief musical interlude and the gaming 
audio effects, the tune "Blue Moon" is 
artfully rendered when the title page is 
displayed. The graphics are good, too 
— colorful, well-detailed (the droids 
particularly so), and extremely varied. 
Blue Moon is a well-rounded pack- 
age which should put new life into a 
pretty worn theme. Highly recom- 
mended! 

(Ted Salamone) 



PASSPORT 



TO ADVENTURE 



QUESTRON 

Strategic Simulations/ Apple II/48K Disk 
The life of a Geraldtown serf isn't 
much to write home about. It's even 
less to write a fantasy adventure 
about. But fear not, you won't stay a 
lonely serf for long once you venture 
from Geraldtown to seek and destroy 
the foes of the crown in Questron. 

Questron is actually an action- 
adventure that combines the best fea- 
tures of both the text and graphic 
adventures, but with a real emphasis 
on payability. 

To make a computer game playable, 
the first major step is to make the 



documentation easy to read and com- 
prehend. With Questron, Strategic 
Simulations has even gone a step 
further. Besides being informative, the 
book is written with a flair for the 
dramatic, the bizarre and the 
humorous. 

After a close inspection of this docu- 
ment, it will become obvious what the 
historical perspective of your impor- 
tant journey is, as well as what trou- 
bles fate likely has planned for your 
character, who's being forced to take 
on this trek without partners — 
although not necessarily without help. 

The first section details the history of 



Questron, both before and after the 
Baron Rebellion. Excerpts from several 
letters and a diary provide the in- 
formation on a personal first-hand 
basis. 

When the quest begins, players start 
with a section of the game known as 
outdoor play. The outdoor adventure 
is shown on a large and only slightly 
detailed map. It is akin to the type of 
map found on SSI's war games. Move- 
ment at this level is accomplished by 
using the joystick or keyboard com- 
mands. 

Each type of terrain differs in its 
physical aspects and types of indige- 
nous monsters. For instance, on the 
ocean you might meet the Hydro Snake. 
It's your common water snake — 
except that it's 300 feet long and 20 
feet thick. It secretes a substance 
which causes water to burn, but it also 
secretes a substance which causes 
water not to burn. So, it is vital to not 



42 Electronic Games 



COMPUTER GAMING 





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QUESTRON (STRATEGIC SIMULATIONS) 



kill such a snake if it has started a fire 
until it has also put the fire out! 

In the jungle, one might wander 
upon the Irish Stalker. This horned 
creature is deadly in clearings, but can 
become entangled in the underbrush 
due to its massive rack of nearly 14 
feet. It can be a deadly foe, but is 
thought to be susceptible to the mace. 

This brings us to another part of the 
game, which is journeyingthrough the 
towns, cathedrals, and castles. These 
are marked merely as special squares 
on the outdoor map, but once making 
contact the area will be identified and 
the gamer is asked if he/she wishes to 
enter. If the answer is yes, the scale 
expands to allow a fuller view of the 
area. 

By making contact with the people 
and vendors in these places, players 
have a chance to buy food and other 
essential items, as well as being able to 
win money in games of chance like 
roulette or blackjack. Experimentation 
and innovation are the keys to getting 
the most out of each of these visits. A 
key piece of advice is to be sure to buy 
enough food. 

A third type of display is the 
dungeon, shown in a three- 
dimensional perspective. There are 32 
different monsters to be found here 
and it takes some accumulated tricks 
and quick wits to survive. 

The player's status is kept up to date 
on the screen in areas like hit points, 
food, time and gold. Each player starts 
with 1 5 points each for attributes such 
as strength, stamina, dexterity, in- 
telligence and charisma. What the 
character does during the quest will 
determine whether these totals are 
raised or lowered. 

Characters can be saved at any time 
to disk for a later adventure. There is 
an on-screen command list which en- 
ables gamers to arm themselves, 
climb, dismount, fight, change game 



speed, hold items, inventory items, 
rob, speak, use magic, vacate a town 
or cathedral, put on armour or exam- 
ine the surroundings — with the touch 
of one key. 

In a game with so many positive 
elements, it is difficult to find any 
faults. If there is a flaw it could be in 
the tendency to starve to death often 



until the importance of getting vitals at 
each stop becomes firmly imbedded. 
When one of the hardest gaming de- 
cisions is whether to play a text or a 
graphic adventure or just an action- 
arcade tussle, Questron could be one 
of the best choices of all. 

(Rick Teverbaugh) 



THE HULK 

Commodore- Adventure Int'l/ 
Apple II/48K Disk 

This illustrated adventure is the first 
installment of a 12-part series which 
parallels a run of comic books, "Quest 
Probe", that Marvel Comics will 
publish over the next four years. 

The idea of portraying a superhero is 
attractive, and no one can fault the 
project's ambitious scope, but the first 
chapter is not encouraging. 




THE HULK: TM & (c) 1984 Marvel Comics Croups. AH rights reserved. 

Electronic Games 43 



COMPUTER GAMING 



The problems begin with the choice 
of the Hulk as the protagonist of the 
game. The idea of the bestial be- 
hemoth unraveling a string of knotty 
puzzles is ludicrous. The green- 
skinned gargantua shouldn't have to 
do anything more complicated than 
bellow, "Hulk smash! Hulk smash you 
all!" Dr. Strange, the Sorcerer Su- 
preme who also stars in this adventure, 
would've made a more convincing — 
and satisfying — viewpoint character. 

Every author is permitted a degree 
of artistic license, but the writing in this 
program goes beyond the usual 
bounds of acceptability. An adventure 
that strands the player in the brute's 
banal secret identity of Bruce Banner is 
not likely to thrill Hulkophiles. The way 
that the author resorts to heavy- 
handed deus ex machina tactics to 
keep the course of the action straight- 
jacketed only frustrates the com- 
puterist. 

This brings up a fairly basic de- 
fect. As an adventure, it is at least a 
year behind current state-of-the-art. 
The primitive sentence parser simply 
doesn't allow a large enough vocab- 



ulary compared to other contempo- 
rary adventure software, and the 
puzzle-oriented, lock-step construc- 
tion of the story makes the program 
seem claustrophobic. 

The artwork, done by John Romita 
Sr. and several other Marvel vets, is 
very good. It's important in a game of 
this type that the on-screen images ac- 
tually look like the characters that 
they're supposed to represent. In The 
Hulk, the artwork is comparable to 
what Marvelites are accustomed to 
seeing on the four-color page. 

The plot line will not be discussed 
here, because to do so would remove 
much of the interest. Suffice it to say 
that the Hulk must figure out why he's 
awakened in an unbreakable dome 
while trying to extricate himself from 
the trap. 

A superhero adventure is an 
applause-worthy idea, but it is hoped 
that better programming and greater 
attention to comic book verisimilitude 
will make future installments more ex- 
citing and faithful to the Marvel uni- 
verse. 

(Arnie Katz) 



THINK TANK 



TYCOON 

Blue Chip Software/ Apple II/48K Disk 

Watching the stock market can be a 
frustrating experience. It always seems 
to take so much money to make 
money; the rich get richer while us 

poorfolks well, you know howthat 

saying goes. 

But Blue Chip Software has found 
an intelligent alternative which makes 
it possible for those of us less fortunate 
economically to put together big deals 
and come away with huge profits. 

Tycoon allows the gamer to step 
into the fascinating world of commod- 
ity market trading. While Blue Chip's 
Millionaire worked with the stock 
market and Baron dealt with real es- 
tate, Tycoon concerns itself with the 
speculative world of futures trading in 
the world's raw materials. 

These raw materials range from the 
more traditional items like soybeans 
and the infamous pork bellies, to the 
more glamorous gold, silver, oil and 



foreign currencies. 

The first thing to notice about the 
game is the well-written documenta- 
tion. Sometimes the rule books in- 
cluded in such a complex simulation 
are more difficult to understand than 
the game. This time around, there is 
even a page of the rules telling the best 
way to use the rule book. 

As an even better player-aid idea, 




TYCOON (BLUE CHIP) 



COFFEE BEANS ARE THE SEEDS OF SHALL 
BERRIES FROM THE ARI6ICA TREE. COFFEE IS 
THE HOST POPULAR DRINK IN THE HORLDftS 
EUIDEHCED BY THE 388 HILL I ON CUPS DOWNED 
EUERY DAY IN THE US. EIGHTY PERCENT OF 
THE WORLDS COFFEE COHES FROH CEHTRAL AMD 
SOUTH AMERICA. COFFEE HAS DISCOVERED IN 
ANCIENT ETHIOPIA MHEH GOATS HERE FOUND 
STAYING UP ALL NIGHT AFTER FEEDING ON 

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OHE COFFEE CONTRACT IS EQUAL TO 
3?. see POUNDS OF COFFEE and requires 
8 Vk HARGIH THE HAXIHUH ALLOWABLE PRICE 
CHANGE IN A TRADIHG SESSItT 
CEHTS'POUHD OR $3,866 PEP CONTRA 

PRESS SPACE BAR TO CONTINUE- 



TYCOON (BLUE CHIP) 

there is demonstration mode on the 
disk that will give the new player a 
glimpse at what the program can do 
and what is expected of him in terms 
of output once the game is started. 
This mode does have one drawback 
though — it seems to be aimed at 
someone on about the third grade 
reading level, making what should 
take 5-10 minutes take much longer. 

The documentation carefully ex- 
plains the commodity market, includ- 
ing the difference between specula- 
tors and hedgers, as well as long and 
short positions. Also included are price 
change factors and predicting price 
change factors. Price changes in the 
game are far from random, but are 
reflective of what is going on in the 
world. The gamer is kept up to date on 
the news with a scan through the 
financial journal before each turn's 
transactions. 

When you first play Tycoon, you 
start with a $10,000 net worth and 
novice status. As your worth grows, 
you advance to investor, speculator, 
professional, broker and tycoon. At 
the first two levels only long positions 
are available and only commodities 
like wheat, cattle, coffee, heating oil 
and lumber are available. 

When you get to speculator, the 
short positions become an option. 
Even further up the ladder gold and 
silver are possibilities. 

Up to 14 different players can save 
game status to the disk. Game status 
will save only your status and your net 
worth. One game can be saved at a 
time, and that will keep the complete 
game status, including the market en- 
vironment. 

Menu selection for the gamer at 
each turn makes it easy to pick 
whether to display graphs, take or li- 
quidate positions, display portfolio, 
display prices or the news or save 
the game. 



44 Electronic Games 



COMPUTER GAMING 



The graphics for this game won't be 
anything to send your friends ooohing 
and aaahing in front of your monitor, 
but once it becomes familiar what 
each graph is and what it represents, 
they are most helpful and quite easy to 
follow. 

Tycoon is hardly a quick hour's fun. 
It could even be over the head of some 
who haven't paid attention closely 
enough to the financial pages. But 
those who wish they had money to risk 
can now see how wisely they could 
invest in say . . . pork bellies? 

(Rick Teverbaugh) 



RAILS WEST 

Strategic Simulations/Apple II/48K Disk 

The fascination for trains often sur- 
faces at an early age. Some children 
are fortunate enough to be able to 
drift off to sleep with the sound of the 
locomotive whistle whining in the dis- 
tance. 

That early attraction often manifests 
itself in the hobby of model railroad- 
ing. The collection of scale trains has 
recently enjoyed an upswing in pop- 
ularity. 

But what of the men who first plot- 
ted the real railroads' progress across 
this nation? What were the problems, 
physically and financially, that put 
obstacles in the paths of the iron 
horses' trek westward at the end of the 
19th century? 

Certainly the money problems were 
among the worst. It took a great deal 
of cash outlay before any profits could 
be realized. 

Rails West attempts to uncover the 
problems of financing these ventures, 
while putting the difficulties into a 
game form. The game does tend to 
simplify some rather complex situa- 
tions for the sake of making the game 
playable for those without a detailed 
historical background in the time per- 
iod. 

Probably the best game plan is for 
the player to try and help a railroad 
that he owns all of or part of into finan- 
cial well-being. Investments can be 
made in low price bonds of railroads 
that are close to reorganization and 
the gamer can play the stock market 
without trying to control any of the 
railroads, always keeping a watchful 
eye on any who are facing impending 
reorganization. 

The game has two scenarios. The 



longer one covers a 30-year period 
and has two winners — one who 
accumulates the greatest wealth over 
that time period and one who 
accumulates the greatest number of 
adjusted points. The shorter scenario 
deals with a five-year period and the 
winner is the one with greatest wealth . 

A railroad makes money mostly by 
carrying traffic and the more cities that 
are connected to an existing railroad, 
the more traffic that line will be able 
to carry. But sometimes the buying 
and selling of bonds at the right times 
is just as reliable a way to get cash. 

The player will also want to strike a 
solid balance between his railroad's 
viability and his own net worth. A rail- 
road's viability is based on a healthy 
ratio of its ability to make money and 
on its debts. 

In Rails West, one to eight players 
can play at a time, with the computer 
controlling up to four players. The 
game map shows 33 cities connected 
by 68 potential or actual rail lines. 

In a player action phase, the gamer 
might buy or sell securities, buy or sell 
stock, sell bonds, apply for or repay a 



loan, start a new railroad, read a map, 
read an account, control a railroad or 
recall a railroad loan. 

Then in the railroad action phase the 
gamer might sell or buy stocks and 
loans, repay bank loans, resign control 
charter a line, raise efficiency, build 
new lines, change dividend, pay inter- 
est, float securities or merge. 

Like most of the complex SSI games, 
every attempt has been made to work 
the gamer into things slowly and with 
as much background as possible, start- 
ing with a well-written rules booklet 
and some playing aid cards. There are 
two pages of short rules just to get you 
started and eight pages of full rules 
once you get the hang of the game. 

Also included is a concise historical 
background, a glossary and an appen- 
dix. The game's graphics won't be the 
life of the party, but the maps that are 
included do exactly the job needed. 

Perhaps Rails West doesn't quite 
substitute for hauling out the old 
Lionel set, but it is a challenging taste 
of the financial workings of the late 
19th century railroads. 

(Rick Teverbaugh) 



ARTICLES OF WAR 



UNDER SOUTHERN SKIES 

Avalon Hill/Apple II/48K Disk 

In December of 1936, in the waters 
of the south Atlantic, the German 
battleship Graf Spree prowled Allied 
shipping like a wolf following a tasty 
flock of sheep. In this case, the 
shepherds, in the form often full battle 
groups, saved the day. 

The Graf Spree would later face the 
challenge of the combined might of 




UNDER SOUTHERN SKIES (AVALON HILL) 



HM.S. Exeter, Ajax and Achilles. It did 
not survive. 

Avalon Hill's simulation of the final 
battle, played either as the Graf Spree 
in solitaire mode against the computer 
or as a full two-player game, is one of 
the most interesting re-creations of 
that battle we have seen. It is both 
playable and varied, although with 
some rough edges. 

There are two interrelated games — 
the strategic and the tactical — which 
may be played separately or sequen- 
tially as a campaign game. The units 
involved may be strictly historical, or 
the British player can choose or be 
assigned ships which were historically 
available, although were not a part of 
the real-life mission. The strategic 
game, played on a video map of the 
south Atlantic, is a sort of hide-and- 
seek-and-destroy wherein the Graf 
Spree and its supply ship, the Altmark, 
maneuver and patrol while the English 
try to find them. The tactical game 



Electronic Games 45 



COMPUTER GAMING 



simulates the actual ship-to-ship com- 
bat following the outcome of the 
strategic portion. 

The first thing one can't help but 
notice on the strategic display is that 
almost no advantage at all has been 
taken of the Apple N's hi-res color dis- 
play capabilities. The map is a simple 
outline drawing of the region of the 
South Atlantic, a most primitive white- 
on-black graphic compared to what 
other games now offer. But this lack of 
graphic sophistication need not neces- 
sarily detract from game-play. 

An invisible gridwork divides the sea 
into squares which the Graf Spree and 
Altmark sail through in the course of a 
turn, which simulates 12 real-time 
hours. A pad of maps that comes with 
the game has the grid drawn in so that 
the gamer may better see the coordin- 
ates of each square, as well as plot 
movement and track the enemy as 
ships become revealed. 

Strategically, in this phase, the Graf 
Spree is out to sink as many prize ships 
as she can. To help her resupply and 
rearm are the two neutral ports of Rio 
and Montevideo as well as the Altmark. 
While the Admiral playing the Graf 
Spree side must orchestrate his move- 
ments to reflect the supply situation, 
supply is not ordinarily a problem un- 
less the British player sinks the 
Altmark. 

The German player may enter five 
commands during the strategic 
phase. He may patrol within a current 
sea zone, hoping for a target vessel, 
change course and speed, resupply 
from Altmark, sink a prize ship with 
torpedo or gun, receive a status report 
of fuel reserves, damage status and 
grid location, orestablish a rendezvous 
point with the Altmark via conference 
in the same seazone or by the risky 
route of radio. 

The pursuing Brit may also patrol, 
change course and speed, receive sta- 
tus reports, and can also see the loca- 
tion of all ships in the British battle 
group. 

Speeds range from 10 knots (stay in 
zone) to 1 5 knots (move a sea zone) to 
25 knots (move two sea zones). There 
is a charted correlation between dam- 
age and the ability to maintain speed, 
as well as a realistic relation between 
speed and amount of fuel consumed. 

Other things "factored into" the 
Brit's search include special rules for 
aircraft carrier group operations, as 




UNDER SOUTHERN SKIES (AVALON HILL) 



well as air search (from the Falkland 
and Ascension islands as well as South 
Africa). And, of course, a merchant 
ship in trouble will scream for help — 
usually successfully. Weather, in the 
form of fog, is also a variable. 

Once the ships have found each 
other and are in the same sea zone, 
play shifts from the strategic display to 
the tactical display. The tactical dis- 
play, far more colorful than the 
strategic mode, includes a silhouette 
of the player's own ship, a "radar 
screen" showing the relative locations 
of the vessels, and a view of the enemy 
through binoculars. 

Hits are recorded on the ships 
visually as the hits are achieved. Again, 
however, the graphics tend to be 
schematic rather than realistic. 

There are only eight commands to 
use during tactical combat, but using 
them properly and at the right time 
can be a true juggling act. A captain 
may change course and speed, select 
which ship to shoot at (in the case of 
running into the GrafSpee), fire main 
and secondary guns, launch tor- 
pedoes, disengage, display present 
course and speed and get a report 
from Damage Control. There is also 
the option of making smoke during 
movement, which decreases the 
chances for all ship's gunners. 

The computer, of course, decides 
the result of the combats on an in- 



dividual shot-by-shot basis. But, unlike 
many computer game manuals which, 
I believe improperly, try to keep secret 
what the computer is doing, this man- 
ual spells it out so that the player may 
make his decisions based on knowl- 
edge. Intricate rules govern the effect 
of each shell. 

Called out in the manual are the 
relative strengths of the various shells 
fired by the different ships, and even 
by different guns aboard the various 
combatants. Range of both shells and 
torpedoes is historically true. Damage 
to ships is calculated by dividing each 
ship into ten specific stations or areas, 
each of which can sustain so many 
hits. The midships level is most impor- 
tant, as excess hits from other stations 
are applied here and it is when the 
midships damage reaches maximum 
that the ship is considered sunk. 

Actually obtaining a hit on the 
enemy means that the computer will 
calculate and relate the enemy's 
speed, range, number of guns firing, 
and the status of your own damage 
control. And, of course, there's the 
proverbial "lucky hit" which is a 2% 
chance of hitting the target's maga- 
zine (ammunition stores). 

If you have ever stared in disbelief at 
a condescending rules book with a 
quote similar to ". . .finding out what 
the computer is doing is half the fun", 
you will be as thrilled with this man- 



46 Electronic Games 



^^^^ "The Hot 




Hottest 
New Game In Town 



Trivia Fever is absolutely unique — it's the only software entertain- 
ment package that can be enjoyed with or without a home com- 
puter! When played on your home computer, Trivia Fever is a 
refreshing alternative to all those shoot'em up games. An elected 
"Master of the Game" uses the computer to randomly select sub- 
ject categories, handicap players, generate questions and answers, 
keep score automatically, and more! Instructive by its very nature, 
Trivia Fever can be enjoyed by up to 8 individuals or teams. And 
when played without a computer, Trivia Fever has all the best fea- 
tures of the "popular" trivia games plus more — all without the 
cumbersome board, cards, and little game pieces. You can play in a 
car, on vacation, anytime, anywhere! And Trivia Fever is by far the 
best Trivia game available anywhere. Here's why: 

Trivia Fever offers thousands of challenging questions in 7 inter- 
esting categories, so there's something for everyone. Each category 
has questions with 3 lev- ^^ 




els of difficulty, which 
score comparable points. 
What's more, Trivia Fever 
allows players to HANDI- 
CAP all those so-called 
"trivia experts" three dif- 
ferent ways, giving every- 
one a chance to win. And 
players can easily control 
the length of play from 
quick thirty minute 
games to multi-hour party marathons! 

Trivia Fever is unique, entertaining, educational, and most of all 
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Trivia Fever is a trademark of Professional Software. Inc. 



COMPUTER GAMING 




UNDER SOUTHERN SKIES (AVALON HILL) 

ual as I was. Avalon Hill, at least, un- 
derstands that gamers should be not 
be kept in the dark solely to make up 
for what might be inadequate pro- 
gramming of the computer opponent. 

In this case, the computer opponent 
is a tenacious old sea dog that will 
harry you from port to port and send 
you to the bottom of the briny many 
times until you finally get even. 

Victory conditions are achieved in 
both the strategic and tactical phases 
and are combined in the campaign 
game. 

Strategically, the German must sink 
merchant shipping, sink Brit warships, 
complete a month-long cruise, not be 
damaged, and even return to Ger- 



many if possible at the end of the 
month. The British player must try to 
protect merchants and either close 
with the Graf Spree or keep it bottled 
up in a neutral port. 

Once the tactical phase begins, the 
British get various victory points for 
damage to the Graf Spree's damage 
stations, with a bonus for sinking the 
Graf Spree. The German player earns 
points for sinking each of the various 
ships opposing, or fewer points for 
forcing a disengagement. 

As an overall strategy, the German 
player should not lose sight of the fact 
that it is best to avoid tactical combat. 
If the German gets through un- 
discovered he has a fully-won game. 
Of course, then you don't get to see 
the tactical display, but the priority 
should be winning. The British player 
must close, and so must develop a 
better-than-random search pattern. 

Under Southern Skies is an excellent 
game with much play value and re- 
ward in the form of historical simula- 
tion. If only the graphics were slightly 
better, it could be rated as a war- 
gaming classic. 

(Neil Shapiro) 



ELECTRONIC 



PRESSBOX 



CHAMPIONSHIP BOXING 

Sierra/IBM PCjr/128K Disk 

Sports simulations take one gigantic 
step forward with the debut of this 
knockout boxing simulation by Dave 
and Barry Murry. This is the dream- 
come-true for every pacifistic armchair 
pugilist — all the primal thrills of men 
committing legalized assault and may- 
hem along with the soul-easing 
knowledge that none of it is real! 

It will also, of course, appeal to 
blood-thirsty savages. 

The program features a library of 
the heavyweight champions, plus all 
the modern contenders and the cham- 
pions from the other divisions. There's 
also room for self-created warriors — 
the gym holds over fifty fighters. Box- 
ers' stats encompass 21 separate 
categories, rating everything from 
physical dimensions to endurance and 



killer instinct. Scoring ("10 point must" 
or "rounds"), time of rounds, number 
of rounds, mode and lots more can be 
modified with the flick of a key. 



What's so outstanding about this 
program is its scope. Fighters can be 
matched in straight computer sim- 
ulations, or the strategy mode. One 
gamer manages against the computer, 
or two may go head to head. Players 
choose the fighter's strategy before 
the round ("Work on the head", "jab, 
keep him away from you," etc.), but 
once the bell rings all they can do is 
order either a KO blitz or have their 
gladiators cover up. As the fight pro- 
gresses, options change. After a rough 
round, you may only be able to work 
on a cut and have to forget strategy. 
Like the way your boy's doing? Pat 
him on the back — or else dump ice 
water down his trunks! 

Finally, for really skilled arcaders, 
there's a mode in which the player 
must select each move. 

The realism is awesome. A fighter's 
strength is always taken into con- 
sideration. Got a man fighting 
Cooney? Then "Stay away from his 
left" will likely turn up as an early op- 
tion. 

The graphics are extraordinary. 
Although the boxers only move left 
and right, their articulated movement 
demands great amounts of ring savvy. 
Boxers so closely mimic the styles of 
the men they're represent that, they 
begin to look like them. 

Players quickly learn that the "tale 
of the tape" can be highly misleading. 
Marciano is a 4-5 underdog and looks 
like he shouldn't even be in the ring 
with Gerry Cooney, but Rocky 
dumped him in the ninth round. Just 
running tournaments can be a blast 
Jack Johnson, under my guidance, is 
current kingpin, having finally taken 
the measure of Ali, dominating the 




48 Electronic Games 



COMPUTER GAMING 





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CHAMPIONSHIP BOXING (SIERRA) 



Brown Bomber and out-pointing the 
Rock. You can also have the perverted 
thrill of letting Smokin' Joe Frazier 
obliterate his son, Marvis. 

There are a few gripes. Why do we 
get the Duran of today instead of the 
legendery Manos de Piedras? And in- 
stand replays, even if they're not in 
slow motion, would be great! 

But there's so much here, only a 
grouch could really find serious fault 
with this program. The documentation 
is excellent: a detailed How-To-Play 
booklet, a boxing clinic, a special list of 
the PCjr commands, and a well- 
researched history of the sport (to 
familiarize gamers with older fighters) 
are included in the package. 

Championship Boxing is a state-of- 
the-art masterpiece that will leave you 
begging for an update disk next year 
when a new crop of bashers has in- 
vaded the squared circle. 

(Bill Kunkel) 

FOOTBALL 

Atari/Atari computers/Cartridge 

Computer football games run the 
gamut from straight, arcade-style ac- 
tion to pure strategy and play calling. 
Most, however, settle somewhere in 
between, such as Atari's new cartridge 
contest for its computer line. 

Football offers gamers a wide selec- 
tion of plays (presented here on sheets 
using upside/rightside graphics so that 
both team captains can scan them sim- 
ultaneously) both on offense and de- 
fense. The running game, in particular, 
gets a workout here, since backs can 
be moved with a fluid ease not seen on 
any other version of the pigskin classic. 
For the first time, players can feel the 
simulated movement along the line as 
the ball is snapped. Backs can go end 
around or look for a hole to open up 
and then punch through. So much lati- 
tude is given to runners, in fact, that 



they can stop-and-start, or even run 
backwards a few yards, without the 
certainty of being dumped for a loss. 
Change-of-direction plays work es- 
pecially well since this program clearly 
favors the offense. Defenders can't 
simply make contact with a ball carrier 
and expect to bring him down, but 
must make a clean hit. 

Football uses an overhead view, 
with players seen from the side. The 
gridiron scrolls horizontally, and a run 
all the way down field takes about as 
long as the real thing. The graphics are 
unspectacular, but in this contest, the 
play's the thing. Screen passes, 
bombs, interceptions and runbacks, 
punts and field goals are all integrated 
into the action sufficiently well to rank 
this as the most complete, non- 
strategic football simulation on the 
market (though some players will still 
prefer Gamestar's version). 

This is primarily a two-player 
game, but gamers wishing to practice 
their offense can do so solitaire against 
the computer. Football games are a 
matter of taste, more so than arcade or 
strategy contests even, but Atari's ver- 
sion should please most of the people 
most of the time. 

(Will Richardson) 

SUMMER GAMES 

Epyx/ Commodore 64/Disk 

The next summer Olympics is four 
years away, butthis finely-crafted pro- 
gram gives home arcaders the chance 



to test their mettle in eight varied 
sporting events. Most of the contests 
involve one on-screen athlete at a 
time, but two humans can go head-to- 
head in swimmingand runningevents. 

Platform diving is probably the most 
aesthetically pleasing portion of Sum- 
mer Games. Manipulating the joystick 
puts the diver through a succession of 
tucks, spins and pikes on the way to 
splashdown, after which each judge 
rates the performance on the usual 
10.0-to-1.0 scale. Gymnastics, which 
focuses on the horse, is similarly ap- 
pealing. 

The play-mechanic for the two 
swimming events is especially clever. 
The arcader presses the action button 
each time a swimmer's arm is about to 
slice into the water. Good timing pro- 
duces a more powerful stroke and a 
better time^ Although the 100- 
meter dash utilizes the left-right-left 
joystick jiggle, the relay works on a 
more intriguing principle. The runner 
with the baton goes all-out when the 
stick is left at the center position and 
coasts when it is moved left. A fatigue 
bar located at the bottom of the screen 
helps the gamer judge how each run- 
ner gains and loses energy during the 
course of the race. 

The other events on the disk are 
pole vault and skeet shooting. The 
former, a test of coordination, is the 
more captivating. Getting above 5.1 
meters on a vault takes a great set of 
reflexes. 





SUMMER GAMES (EPYX) 



Electronic Games 49 



COMPUTER GAMING 



From the opening ceremony with its 
stirring theme and sophisticated an- 
imation, Summer Games is a joy to the 
eyes and ears. The programmers have 
even included an abridged version of 
the national anthem for each of the 1 8 
countries which the gamer can choose 



to represent. (Actually, there are only 
17 countries. The 18th is Epyx, with 
the music from Jumpman as its official 
song.) 

Summer Games definitely earns a 
gold medal. 

(Arnie Katz) 



PLAYING IT SMART 



AEGEAN VOYAGE 

By Joyce Hakansson Assoc. 
Spinnaker/C-64/Cartridge 

Feel like a cruise to the Greek Is- 
lands? Aegean Voyage puts players at 
the helm of a sailing ship, then sends 
them on a journey to collect lost trea- 
sures. This Mediterranean action 
adventure for one seafarer, age 8 to 
adult, or two people taking turns, in- 
troduces characters and places in 
Greek mythology. But its educational 
value is subtle. It helps players learn to 
keep notes and plan strategies, as they 
choose which Greek islands to search 
and which to pass over. 

The explorer uses a joystick to steer a 
nicely depicted skiff over azure waters 
and dock at mountainous island ports. 
The musical score by Ed Bogas pro- 
vides a pleasant background to the 
voyage. At each anchorage, the Ora- 
cle offers a clue about the other ports 
— Oracles never talk about their own 
homes. There are two kinds of clues. 
One type tells about another island; 
for example, "Rhodes is mysterious." 
Other clues reveal what monsters enjoy 
or hate; for example, "Creatures avoid 
grungy islands." 

Then the adventurer must choose 
whether to seach that island. There are 
fabulous treasures hidden on some of 







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AEGEAN VOYAGE (SPINNAKER) 



them, but if the isle is occupied by one 
of the mythological beasts that roam 
this part of the world, the ship is sunk. 

The object is to locate nine lost anti- 
quities, such as the Chariot of Apollo, 
the Golden Apples, the Shield of Achil- 
les, and other famous treasures. By 
keeping track of the clues, the gamer 
can predict which isles are safe and 
which are inhabited by monsters. 
Clues and treasures are randomly re- 
distributed after each game, to keep 
the contest fresh. 

Among the obstacles to successful 
completion of the hunt is Zeus, who 
still reigns in the Aegean. He per- 
iodically appears in the sky, hurling 
lightning bolts which travelers must 
dodge. 

The Aegean Sea is a treacherous 
place, and sudden storms have dashed 
many good ships against its rocky 
coastlines. The best way to weather 
one of these tempests is to hold the 
boat steady in deep water, well away 
from the island ports, until the weather 
clears. 

(Joyce Worley) 

WIZTYPE 

By Sydney Development Corp. 
Sierra/ Ap, At, C-64, 
IBM PC/Disk or Cartridge 

Johnny Hart's famous cartoon strip 
"The Wizard of Id" provides the on- 
screen personnel to help computerists 
polish their typing skills. Letters or 
words are thrown onto the screen by 
the Spirit, to be matched by the 
would-be typist. If successful, the 
Wizard hurls a lightning bolt at the 
Spirit. But if the typist fails to duplicate 
the lessons assigned by the Spirit, that 
crusty character turns into a fire- 
breathing dragon who crisps the 
Wizard until he's just a pile of ash. 

The gamer enters his name when 
starting each lesson — the program 



IbciZTYPE 



A TYPING GAME TOR AGES 8 a UP 




Ks 



# SIERRA 

WIZTYPE (SIERRA) 

can keep track of up to 60 separate 
students — then sees a graph of per- 
sonal statistics from previous sessions. 
The program features first drill, prac- 
tice, word and game modes, each with 
20 difficulty levels. Once the typist has 
acquired some skill, it's time to move 
on to paragraph mode, or to create his 
or her own lessons. 

The drill, practice, word and game 
mode all work similiarly — the student 
must type the letters thrown by the 
Spirit. The game starts at 10 words per 
minute, and increases by 5 WPM for 
each level completed. The other modes 
allow the practicing typist to set the 
level of speed. 

The paragraphs are drawn from 
classic literature, such as Tale of Two 
Cities, Hamlet and Mother Goose, 
and the student sets the rate of speed. 
Then Bung, the King's Jester from the 
cartoon strip, jumps from letter to let- 
ter on a pogo stick as he paces the 
typist. 

This is an excellent typing tutor 
that's particularly suitable for young 
people. The cartoon graphics look ex- 
actly as they do in the funny papers, 
and the on-screen antics of Johnny 
Hart's characters add an element of 
pleasure to the lessons. Special jokes, 
randomly appearing as word balloons 
from the Spirit and Wizard, help keep 
the practice sessions lively. The pro- 
gram follows standard typing tutoring 
methods. Letter combinations are de- 
signed to teach beginners to touch- 
type without looking at the keyboard. 



50 Electronic Games 



COMPUTER GAMING 




W1ZTYPE (SIERRA) 



The program constantly monitors the 
typist's speed so the student can see 
how well he/she is doing. 

The statistical records are a little dis- 
appointing. The gamer's high score in 
the game is displayed and a line graph 
showing high and low speeds from the 
lessons. It would have been better if 
the graph were replaced by the actual 
words per minute typed. The 
documentation, too, is a bit weak. It's 
designed to be entertaining and invit- 
ing to students, but gives very little real 
information. One plus: the package 
includes a handy reference card with a 
finger placement chart so beginners 
will know exactly which finger to use 
on each key. 

Despite these minor shortcomings, 
The Wizard of IcTs WizType is a 
guaranteed winner for anyone who'd 
like to learn to touch-type, or even for 
experienced typists who what to brush 
up their speed. 

(Joyce Worley) 

QWERTY'S ALPHABET 
ADVENTURE 

By Shadow Lawn Press 

Hayden Book/ Software/ Apple /48K Disk 

Qwerty the caterpillar guides 
youngsters through the alphabet, in 
this storybook/computer software 
combination. It helps kids learn their 
letters, while teaching them a little 
about the computer keyboard, as they 
hunt for the next character to make a 
new scene appear. 

The program runs through the 
alphabet letter by letter. First Qwerty 
asks the child to push "A", and a large 
block-print character appears on- 
screen, along with the smiling caterpil- 
lar. Then he asks the child to push "A" 
again to see a picture of an apple. After 
the apple is displayed, Qwerty says, 
"Now can you find the letter B?" 



The child moves through the alpha- 
bet in this way. Each letter is illustrated 
by some kind of food (except for X, 
where they took some liberties.) When 
Qwerty has completed all 26 letters, 
he slowly metamorphoses into a but- 
terfly to complete the adventure. 

The accompanying book is a story 
for parents to read to the child while 
the program runs. It is all about Qwer- 
ty and his adventures, and leads step 
by step through the program by in- 
structing the user to push letters at 
appropriate times to make on-screen 
pictures. The story reinforces the 
learning experience, as well as provid- 
ing some colorful pictures and drawing 
the child's attention to other words 
starting with the same letter. 

The graphics are simple and un- 
complicated with no animation be- 
yond the caterpillar's fetching smile. 
The designers wanted the computer 
graphics to add a degree of excitement 




QWERTY'S ALPHABET ADVENTURE (HAYDEN) 

to the book, rather than the other way 
around, so Qwerty's Alphabet Adven- 
ture is less ornate than some other 
alphabet tutors. Yet most children will 
probably end up playing with the com- 
puter alone after going through the 
text once or twice with a parent, and 
the program does stand alone, with an 
ease of operation that makes it suit- 
able for beginners. 

(Joyce Worley) 

ERNIE'S MAGIC SHAPES 

By Children's Television Workshop 
CBS Software/ Atari, C-64/Disk 

It's Ernie from Sesame Street, and 
this time he's helping kids ages 3 to 6 
acquire visual discrimination as they 
match colors and shapes under his 
gentle tutorage. 

Parents choose one of six games, 
each a trifle harder than the last. Then 
Ernie appears on stage to do his magic 




ERNIE'S MAGIC SHAPES (CBS) 

act First he waves his baton and a 
shape appears above his head. An- 
other flourish of the wand, and a form 
appears on the table beside him. The 
child pushes one key if the two are the 
same and another if they're different. 
If the youngster makes a wrong 
choice, Ernie just shakes his head no, 
then waits for the child to push the 
other button. A correct response 
makes Ernie nod his head, smile, and 
move the shape from the table up be- 
side its mate over his head. Then Ernie 
conjures up a bunny, with a wave of 
his magic wand. It appears on the 
table and does a celebration dance.. 

The beginning levels of the game 
feature simple shapes, like a block, cir- 
cle or triangle. In advanced levels, the 
constructions are more complex, 
made of several shapes and colors 
together. 

This is an extremely easy program 
for very young children to use with a 
parent's help. Graphics are spare and 
uncomplicated. The stage is framed by 
attractive blue drapes, with a red ceil- 
ing and floor. The brightly colored 
geometries in each match-game stand 
out boldly against the white back- 
ground. Ernie is completely recogniz- 
able, and his engaging grin as he nods 
approval to the child is very encourag- 
ing. There's no hand-eye coordination 
skill needed, so Ernie's Magic Shapes 
is usable by even the youngest com- 
puterists. 

Very young children will need par- 
ental assistance to load the program. 
Rather than using the standard LOAD 
"*", 8, 1, the disk requires the com- 
puterist to type LOAD "ERNIE", 8, 1 . 
Then instead of merely typing "run", 
the computerist must key in SYS 
28672 to make the program boot. For- 
tunately, a convenient Reference Card 
includes these instructions. 

(Joyce Worley) 



Electronic Games 51 



COMPUTER GAMING 



ENTERTAINMENTS 



PAINT MAGIC 

By Mark Riley 
Datamost/C-64/Disk 

Anybody can be an artist using Paint 
Magic. This joystick-operated art pro- 
gram offers would-be illustrators plen- 
ty of options to make it easy to create 
on-screen spectaculars. 

The command menu offers 15 col- 
ors. Among the many options are 
drawing straight lines, boxes, circles, 
rays and points. Fill in with solid colors, 
horizontal, vertical or diagonal stripes, 
or even patterns (such as tweed or 
checks, or your own design.) The pro- 
gram lets you transpose scenes from 
one painting to another or even merge 
two canvasses together. One unusual 
mode lets the computerist enter a 
Magnify Mode, then create pixel by 
pixel detail. Color Mask lets the artist 
change the hue of each detail by paint- 
ing over colors with new ones. A "grab" 
option lets the computerist pick up an 
image from one canvas, then stamp it 
onto another screen. There are eleven 
pictures on disk for the computerist to 
play around with before starting on 
one of his/her own. 

Paint Magic is easy to use. An on- 
screen command menu helps com- 
puterists remember the options, and 
the manual is clear and concise. The 
many special effects available make it 




PAINT MAGIC (DATAMOST) 

a snap to create a good-looking pic- 
ture, even for someone who is normal- 
ly all thumbs artistically. 

(Joyce Worley) 

STUDIO 64 

En-Tech Software /C-64/ Disk 

Studio 64 turns the Commodore 64 
into a music studio and makes every 
key-puncher a composer. Even some- 
one who has no musical training can 
have fun experimenting with the key- 
board tones, then hearing them play- 
ed back by the computer. But the pro- 
gram works best for musicians who 
can read music. 

The would-be composer enters notes 
by playing them on the console just 
like stroking piano keys, and the com- 
puter writes them onto a bass or treble 
clef. A built-in music processor works 
just like a word processor to let 
musicians delete bad notes, 
move blocks of music or re- 
peat sections. 




But Studio 64 does more than just 
let the computerist enter a line of 
melody. It actually permits the entry of 
three voices, for a melody, harmony 
and bass line. Each voice line is entered 
separately, and the composer can use 
eight octaves and four different wave- 
forms to introduce varied tonal quali- 
ties while playing the keyboard. 

When the composer has finished 
keying in the voice lines, the computer 
offers a choice of how fast to play it 
and how many times to repeat the 
composition. Then it combines the 
three voice lines and plays them back 
with the tonal colorations entered by 
the computerist. 

The composer can enter music by 
playing the keyboard in real time or 
note by note. The attack, decay, sus- 
tain and release settings can be ad- 
justed to create various instrument or 
synthesizer sounds. The filters and re- 
sonance can also be reset, so the com- 
puter can produce an almost limitless 
variety of tones. The computerist also 
chooses the background color and 
character hue to suit, so the notations 



„ • 


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STUDIO 64 (EN'TECH) 

will be colorful and pleasing to the eye. 

Only the voice line being entered is 
shown on-screen, although the com- 
puterist can call up one note at a time 
from the other voices to use for editing 
purposes. It would make music writing 
a tad simpler if all three voice lines 
could be displayed at the same time. 

The "help" screen contains full in- 
structions and a diagram to aid com- 
puterists in remembering the key- 
board. Since this isn't visible while 
entering music, it would also have 
been helpful if the documentation had 
included a printout of this information. 

The disk contains five sample songs 
to show what the program can do in 
the right hands. They're all super 
("Sweet Dreams" is a real piece of 
virtuosity), and provide real inspiration 
to beginners. 



52 Electronic Games 



COMPUTER GAMING 



The Commodore 64 has sound 
capabilities that equal and surpass 
many synthesizers. Studio 64 helps 
musicians unlock these tonal qualities, 
to create songs of their own that make 
use of all these varied possibilities. 

(Joyce Worley) 

STORYTREE 

By George Brackett 

Scholastic Wizware/ Apple/ '48K Disk 

StoryTree is just the thing for fans of 
do-it-yourself interactive fiction. This 
program lets computerists pen stories 
up to 100 pages long — with many 
"branches" — to create different plots 
leading to varied endings. Designed to 
help kids 8 and over learn to write 
compositions, StoryTree is an 
entertainment that even adults will 
enjoy. 

Computerists can read one of three 
tales included on the disk, or work on a 
yarnoftheirown. Reading a twistaplot 
adventure is child's play. The compu- 
ter offers a choice of directions the 
plot can take at the end of each page 
then the narrative unfolds accordingly, 
turning every story into interactive fic- 
tion. 

But the real fun starts when the 
computerist writes his own. On-screen 
prompts guide the computerist each 
step of the way, and the built-in word 
processor makes it easy to edit and 
correct mistakes. At the end of each 




STORYTREE (SCHOLASTIC) 

page the writer chooses whether to 
continue with no branchings, or to 
offer choices of how the plot should 
turn. The program takes care of every- 
thing. All the creator has to do is key in 
the story, so it's all fun and no work. 

It's easy to start creating stories, 
mysteries, games or even data bases 
using StoryTree. The on-screen prompts 
are sufficient to lead a beginner 
through the creative process. But ad- 
vanced computertists will find lots of 
help and suggestions for different 
ways to use the program in the well- 
written manual that comes with it. 

StoryTree is a helpful tool for be- 
ginning authors that provides hours of 
fun for anyone who enjoys creating 
their own text adventures. 

(Joyce Worley) 



TRANSLATIONS 



SEVEN CITIES OF GOLD 

Designed by Ozark Softscape 
Electronic Arts/ Commodore 64/Disk 

The royal court should bestow full 
honors on the electronic con- 
quistadors who sailed this program to 
a new system and landed it in such fine 
shape. The C-64 edition is essentially 
the same as the one which delighted 
Atarians early this year, which means 
it's one of the best action -strategy 
games you can feed into a disk drive. 

The graphics are a little different 
than the first version, but they're cer- 
tainly attractive in their own right. 
Even the great amount of disk activity 
which occurs during the course of play 
doesn't seem to have caused much of 




SEVEN CITIES OF GOLD (ELECTRONIC ARTS) 



a problem. 

In Seven Cities, the player-explorer 
sails to the New World after securing 
patronage and outfitting an expedi- 



tion back in Europe. Mapping the 
geography, interacting with the na- 
tives and founding missions earn the 
globetrotter fame and fortune upon 
return to his or her homeland. You can 
either encounter North and South 
America as Columbus found them in 
1492 orallowthe program to generate 
a totally new hemisphere to tame. 
There's provision for saving current 
status between play-sessions, so most 
players will want to make a whole 
series of transoceanic voyages before 
starting all over again with fresh con- 
tinents. 
Bon Voyage! 

(Arnie Katz) 



ROBOTRON: 2084 

AtariSoft/yiC-20/ Cartridge 

The situation is grave indeed. The 
last bastion of the American ideal, the 
family, is under attack by an over- 
whelming army of robots bent on the 
destruction of the human race. It is up 
to you, brave soldier, to destroy the 
evil Robotrons and rescue Mommy, 
Daddy, and Mikey before they are 
either ground under the oppressive 
heels of the robots, or turned into soul- 
less, deadly Progs. That's the plot be- 
hind Robotron 2084. 

Essentially an update of Berzerk, 
Robotron takes the paranoid atmos- 
phere of the Stern classic and increases 
it tenfold by literally cramming the 
board with more robots than you can 
shake a laser at. Atari's adaptation is 
quite faithful to the original, given the 
VIC-20's limitations. Graphics are col- 
orful and reasonably well-detailed, 
although the family has lost the '50s 
textbook look that helped identify the 
victims from the bad guys. 

The only place that this version real- 
ly fails is in a particularly slow delay 
between hitting the action button and 
the firing of the hero's laser weapon. 
Players are best off leaning on the but- 
ton to take advantage of the laser's 
rapid-fire capability to survive. 

Fans of the arcade game may grum- 
ble over being limited to one joystick 
to control this version (the arcade ori- 
ginal uses two). But, besides that 
restriction, there's a good chance 
gamers will find this Robotron well up 
to the high standards set by other 
Atarisoft titles. If you're looking for 
action, then Robotron 2084 is a must. 
(Dan Persons) Q 

Electronic Games 53 



fflME 



*mm 



Shoot Now and 
Ask Questions Later 

By FRANK TETRO r JR. 



TIME PILOT 

Coleco/Coleco Vision 

Time Pilot asks players to pilot a jet 
through time, destroying various types 
of enemy aircraft. The first wave con- 
sists of World War I biplanes. After 
that, WWII planes are encountered. 
The next attack is from sophisticated 
helicopters, and the final battle is with 
advanced and dangerous jet fighters. 

The optimal strategy for Time Pilot 
isn't terribly intricate. The main tip is to 
keep changing course constantly. The 
longer your plane stays fixed in any 
one direction, the better the enemy 
tracks your ship and fires on it. If you 
constantly change directions, they 
have less chance of picking you off. 

It's a good idea to fire constantly, 
instead of just firing when you think 
someone's in range. Although this 
gets tiring, it gives you a better chance 
of unexpectedly hitting a target who 
may suddenly appear from a border or 
turn into your line of fire. 

Once the main target appears, focus 
your attention on destroying him. 
Don't risk your life to hit him all 5 times 
at once. If you miss you can always 
turn around and attack from the other 
side as long as you don't let him leave 
the screen border. 

Paratroopers are worth a lot of 
points, and should be blasted whenev- 
er possible. However, if you're headed 
for one and a whole squadron sudden- 
ly appears behind him, forget the hero 
bit and save your necK! 

54 Electronic Games 



Once the helicopter level is reached, 
the player is assaulted with a very 
powerful weapon — the homing mis- 
sile. These babies track you relentlessly 
and should be shot down as soon as 
possible. If one is on your trail, swing 
around quickly (you can turn faster 
than they can), come back around be- 
hind the missile and shoot it down. 

Time Pilot is a fast game, which re- 
quires good coordination, and alot of 
practice. Just remember you have an 
unlimited ammo supply and a swarm 
of enemy planes to defeat — so shoot 
now, and ask questions later! 



POPEYE 

Parker Brothers/ Atari 800 

Popeye pits the player against the 
arch enemies Brutus and Seahag as he 
tries to catch presents thrown at him 
by his love Olive Oyl. It is necessary to 
catch a certain number of these prizes 
on each level before the player may 
advance to a new level. 

Screen 7: The main strategy in this 
screen (as with all of them) is to keep 
on the move. Never stay in any spot 
too long. Your main enemy is of 
course, Brutus. Try to avoid being di- 
rectly above or below him. Even being 
on the same level is safe because you 
can still punch the bottles he throws at 
you. Try not to let the hearts fall into 
the water because then Popeye has to 
scramble for it, and because some- 
times Brutus just won't leave the bot- 
tom level, it often causes death. 

Try never to clear a screen without 
using the spinach, as punching out 
Brutus is worth a lot of bonus points 
The same holds true for the falling 
barrel trick. 

Screen 2: This screen is a touch more 
difficult since there are a lot of ways 
to accidentally fall through the floor. In 
this level, if you stay on the bottom 
screen and go back and forth, Brutus 
won't come down after you. He'll just 
try to reach down to grab you. 

Avoid his arm (which can be de- 
tected by his sudden stop) and keep 
moving back and forth catching the 
notes. Try and grab the sweet pea sign 
if you think you can time it right, but 
don't risk your life for it, it's not worth 
it! 

Screen 3: The third and final screen 



"w^^ 

l*..fe. 

P I L T 
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3 4 5 

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TIME PILOT (COLECO) 



is by far the most difficult because it 
adds a new enemy — the hawk. 
Although the hawk can be punched 
out, he still can be quite a nuisance. In 
this screen, it's even more important 
that you constantly keep moving. Bru- 
tus is at his smartest now and will track 
our favorite spinach-eater relentlessly 
Catch all the letters, and watch out for 
Seahag's bottles, which are almost 
camouflaged in the brown back- 
ground. If the hawk attacks, you 
should either get off the level or turn 
and punch him out 

When Popeye completes the third 
screen, the game will start back at 
screen 1 at an accelerated speed and 
difficulty. Don't panic, Popeye! Just 
keep on the move, and stay strong to 
the finish! 

BURGERTIME 

Mattel Electronics/IBM-PC, PCjr 

The object of BurgerTime is to 
build hamburgers as fast as possible, 
while avoiding the killer sausages, 
eggs and pickles. The key strategy 
here is to learn the patterns of the 
enemy. The killer foods never seem to 
move up more than one ladder at a 
time. They will go up a ladder, move 
across a floor, and then go up another 
ladder, etc. Use this to your advan- 
tage. Try to crush the enemy food with 
a falling hamburger piece, as this not 
only gets you points, but it gets them 
off your trail temporarily. 

The best way to clear a screen is to 
start at the top and work your way 
down. This is far easier than haphaz- 
ardly running around the screen, and 
it will tend to help you squish the 
monsters as they come up after you. 
Try to tempt the nasties out onto a 
burger piece and then drop it, causing 
the nasty to fall. Not only does this 
earn a lot of bonus points, but it also 
forces the foodstuff to make the gruel- 
ing climb back up in order to get you. 
Use your pepper only as a last resort, 
as it will be desperately needed in the 
higher levels. When a bonus prize 
appears in the middle, make every 
effort to get it — it earns you an extra 



1 UP DDODDD TDP DDDDDD 2 UP DDDDDD 




POPEYE (PARKER BROS.) 



pepper unit. 

Above all, avoid going into dead 
ends when the nasties are on yourtrail. 
Try to take care of tricky areas in the 
beginning of the game, because there 
are fewer nasties around then. 

The key to success in BurgerTime is 



a lot of practice. Don't become frus- 
trated if you push a key and the burger 
chef doesn't seem to respond in- 
stantly. This is normal, and in time you 
will learn to cope with it. With a little 
practice you'll be a burger maniac in 
no time! G 



BURGERTIME (MATTEL) 





t£fij*< 



Electronic Games 55 



Railroad Simulator 
Keeps Engineers on the Track 



By DAVID LUSTIG 



Vou're the engineer of a fast-mov- 
ing Santa Fe freight train. At your 
fingertips is the throttle that controls 
four diesel-electric locomotives, each 
one generating 3,600 horsepower. 
Between you and the caboose, some 
half-mile behind are 75 refrigerator 
cars loaded with west coast per- 
ishables — lettuce, potatoes and 
melons — being rushed to east coast 
markets. The speedometer needle sits 
contentedly at 69 miles per hour as the 
train hurtles through the flat Kansas 
countryside. 

The slight pitch and roll of the 200- 
ton locomotive is relaxing as you reach 
for the air horn cord to sound for an 
upcoming highway crossing. Two long 
blasts, followed by a short one and 
another long echo from the claxton as 
the horizontal crossing gates whiz by, 
their red lights and bells quickly 



railroad — Santa Fe, Southern Pacific, 
Burlington Northern, Norfolk Southern 
— and you find a simulator While all 
are slightly different depending on the 
specific needs of the individual rail- 
road, all are in use to provide the same 
end results: to safely train new em- 
ployees and retrain grizzled veterans. 
One such simulator is used by the 
Santa Fe Railway. While having the 
added capability of being mobile — 

ML 



the computer create a visual experi- 
ence so vivid that thinking it's the "real 
thing" is commonplace. 

This sophisticated piece of imitation 
is from the Link Group of Singer- 
General Precision, Inc., the people 
who have made airplane trainers for 
both military and civilian applications 
almost since the dawn of aviation. 
Almost every pilot has had experience 
with a Link trainer at one point in his or 
her career, and messing up on the 
ground has always provided invalu- 
able experience for the real thing in the 
wild blue yonder. 

But back to the Santa Fe. 

Located inside this converted 
passenger car, its windows blanked 
out to allow no outside light to distract 
from the operation, sits the complete 
cab and front hood of a modern diesel- 
electric locomotive. When the en- 



ABOARD! 



drowned out by the roar of the 
locomotives. 

An alarm bell rings on the control 
stand next to you. The third unit has 
developed a malfunction and won't 
produce the horsepower it's supposed 
to. From your seat you push levers on 
the control panel that electrically shut 
down the offending diesel, hoping the 
remaining three can keep up the pace 
and keep you on schedule. 

As you look up, there's a stalled 
automobile on the railroad tracks! 
Grabbing the air horn handle, you 
sound the alarm, jam the brakes into 
full emergency and watch as, depend- 
ing on the inertia of 6800 tons of 
freight train, you may or may not hit 
the auto. Did you react fast enough? 
Did the ailing third diesel distract you 
from seeing the car a second earlier 
and perhaps avert tragedy? 

Welcome to the world of railroad 
locomotive simulators. Name a major 

56 Electronic Games 



not all simulators are — the unit is 
usually stationed at Topeka, Kansas. 
In reality, you weren't rocketing 
across the farmlands, but were 
motionless inside a converted railroad 
passenger car. Projection screens de- 
picting real situations actually photo- 
graphed on the Santa Fe and cued to 




Camera car used to photograph scenes 
for the railroad simulator. 



gineer looks straight ahead or to the 
left or to the right, it is a perfect dupli- 
cate. If he turns around in the real 
McCoy, the engineer will see the elec- 
trical cabinet and rear wall of the cab. 
If he turns around in the simulator, 
however, he will see the extra panels 
and instrument boards located at the 
instructor station. 

No, there's no slot for quarters or 
tokens, but at an initial cost of 
$750,000, both engineer and railroad 
had better be able to have this 
videogame show not only what it feels 
like to be in a locomotive cab, but how 
to react when an emergency comes 
up. 

To make the "videogame" as realis- 
tic as possible, five major components 
of the simulator have to come 
together at the same time. 

First and second are the aforemen- 
tioned simulated locomotive cab and 
instructor's station. Then there is the 



motion system, an hydraulic affair that 
simulates fore and aft shock, side sway 
and roll and cab floor vibrations. As 
with airplane simulators, the motion 
system provides important cues to 
which an engineer responds when 
controlling his train. 

Then there's the all-important visual 
system, scenes of exactly what the en- 





Above, a class in procedures and 
train handling; below, the pass- 
enger car housing the simulator. The 
scene, right, is the remarkably real- 
istic view of the track from the simulator. 




gineer would see during an actual run, 
viewed on a rear projection screen. A 
16mm projector shows 4,000 feet of 
uninterrupted film, depicting a normal 
run. A collimatinglens is mounted be- 
fore the front window of the cab to 
provide a virtual image display, images 
up to infinity and with realistic depth. 
The lens forces the viewer to refocus 
his eyes as he would in the real world 
when looking at objects at various dis- 
tances. 

And finally there is the stereophonic 
sound system, duplicating the air 
sounds within the cab. 

Historically, engineers have had to 



learn their skills the hard way; out in 
the field. That's fine if you're the only 
train on the track and there are no 
civilians to stall their cars in front of 
you. But on a railroad such as the Santa 
Fe, a mainline may have dozens of 
trains, in two directions, in a stretch of 



what happens when trouble occurs, 
which lets the operator make all the 
mistakes possible and hurt nothing. 
The railroad isn't tied up, the engineer 
hasn't put his train all over the coun- 
tryside because he applied the brakes 
too hard too fast and sent box cars 
flying in all directions, and most im- 
portantly, mistakes can be made and 




track as short as 150 miles. And there 
are many highway crossings, blind 
curves and "less-than-ideal" sections 
of track on even the best of railroads. 

"The simulator is a perfect way to 
introduce fledgling engineers to train 
operation," explains Michael A. Mar- 
tin, of the Santa Fe's Public Relations 
Department, "as well as retrain veter- 
ans when new techniques or locomo- 
tives are being brought into the 
system. 

"The beauty of the simulator is that 
we can provide an environment that is 
99 percent realistic as far as bouncing 
up and down, the feeling of speed, 



nobody is injured." 

But simulated operation, no matter 
how real, can't replace the real thing. 

"Of course not," continues Martin, 
"and the Santa Fe is keenly aware of 
this. What the simulator does is give 
the new engineer a better idea of what 
he or she can expect in the real world. " 

After a grinding course through the 
railroad's simulator program, the San- 
ta Fe knows their students will be bet- 
ter prepared to safely handle a speed- 
ing freight train — as well as play 
Donkey Kong — thanks to a video 
"game." Casey Jones should have 
been so lucky. G 



Electronic Games 57 




By BILL KUNKEL 

Punch-Out Scores A Coin-Op KO! 



PUNCH-OUT 

Nintendo 

At a time when most of the arcade 
scene is about as exciting as watching 
Larry Holmes drub Marvis Frazier, Nin- 
tendo has scored a surprise knockout 
with its latest coin-op arrival. 

Punch-Out is inquestionably the 
hottest of the spring coin-op releases, 
Utilizing a dual screen — one static, 
picturing the combatants and running 
their stats, and the other, the action 
playfield. Gamers are cast in the role of 
pretender to the title and must battle 
their way through a variety of skilled 
and sometimes awesome contenders. 
Take the title and your task becomes 
keeping it, and Punch Out is definitely 
not a boxer's game. This is brawl time, 
kiddies, and only a 10-count KO will 
satisfy this blood-thirsty token-eater. 

The fighters sport monickers such as 
"Glass Joe" (boxing slang for an op- 
ponent), "Mr. Sandman", "Pistol Hur- 
ricane" and the massive "Bald Bull". 
The player, facing an opponent head- 
on, is treated to a most interesting 
perspective — the surrogate fighter is 
almost invisible, his body represented 
by widely-spaced matrix lines. This al- 
lows arcaders to see their foe more 
clearly, and permits the dubious de- 
light of watching Mr. Sandman deliver 
a shuddering right hook to their pro- 
tege's midsection. 

Graphics are excellent and the pro- 
gram allows virtual full-ring move- 
ment. Check out the look of astonish- 

58 Electronic Games 



ment on Sandman's kisser when you 
clock him with a short right. There's 
fan reaction and even occasional 
appearances by the referee, There are 
also extensive audio frills — a voice- 
over announces each blow and where 




it landed. Players also get to name 
their sluggers and are occasionally 
taunted by their opponent ("Come 
on! Come on!"). 

The entire contest lasts for one 
three-minute round and, again, you 
must dump your man for a 10-count. 
The momentum is tracked at the top of 
the action screen, with damage in- 
dicator arrows sweeping back and 
forth across the topmost horizontal 
column. As the arrows move ever 
more swiftly left to right, the player's 
man draws near to scoring a knockout. 

A tiny joystick — subject to quick 
breakage, judging by those we tested 
— is used for left/right movement and 
for raising or dropping the boxer's 
guard. Two small buttons are em- 
ployed to throw lefts and rights, while 
a large, spring-type palm-sized switch 
throws a potential knockout punch. 

This game is not recommended for 
extended play sessions, since the 
fighters don't get any better once the 
arcader has completed the circuit. The 
game just continues running a loop, 
with the machine waiting for you to 
get bored and make a mistake. 

Don't feel too bad when you make 
that mistake, either. If you're still game 
to go head-to-dome with, say, Bald 
Bull after he's cleaned your clock, 
Punch Out has a rematch option. 

Good action, excellent graphics and 
a fun play-action number Punch-Out 
among the best new games in the 
arcades today. G 












ALAt)t)iNfe 






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Pius, tine late 5 - f aV or«tes-^ 

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Welcome to Arnie's Place 

By STEVE MADWED 



/^k uestion time: In the midst of 
^|P what is being dubbed "the 
great arcade slump", who opens a 
high-tech emporium full of coin-ops in 
the middle of an area not exactly 
famous for their arcades of any size? 

Answer: a fellow from Westport, 
Connecticut named Arnie, and the in- 
credible inside-a-jukebox style arcade 
he has opened is known, prosaically 
enough, as "Arnie's Place". 

Arnie acknowledges that there is a 
slump, that there are virtually no lux- 
ury arcades in the Northeast, and he 
has opinions on everything from kids- 
'n'-coin-ops to convertible video- 
games. Take her away, Arnie. 

"There is no doubt that there is a 
slump in the coin-op field, but I don't 
think it is unique to our industry. I 
think that due to "pie-in-the-sky" re- 
ports by the media, many people 
jumped into operating videogame 
arcades, which, for one thing, spread 
the number of game players thinner 
and, secondly, the great demand for 
large numbers of games caused the 
factories to gear up production. As a 
former manufacturer I can tell you that 
once you gear up you have to keep 
production flowing; hence, the cir- 
culation of some not-very-good 
games with poor return on your in- 
vestment/' 

Any suggestions? 

"With the high cost of new equip- 



ment and the decline in business, 
many of the new operators will fall by 
the wayside, leaving the players to 
consolidate in the larger, more up-to- 
date, better run facilities." 

One look around Arnie's Place and 
you've got a nearly -perfect idea of 
what the man is talking about, The 
arcade is lush, magnificently styled 
from its spacious, impeccably gar- 
dened parking lot to its lavish interior. 
Copper ceilings, festooned with gold- 
piping track-lights, cast a discreet 
golden glow on the scene below. The 
coin -ops and foosball tables are 
encased in white wood casings. 
While purists may be disappointed to 
find the gorgeous lathework and decal 



art from their favorite coin-ops 
obscured by the game-separating, 
perfectly shaped wooden arches, they 
give the game emporium a coherent, 
undeniably stylish overall ambience. 
There are even coordinated "child 
stands", step-up podiums that give 
tyro arcaders the same overview of the 




€0 Electronic Games 



Photos taken courtesy of Capitol Photos, Bridgeport, CT. 




console as the average adult gamer. 

The most striking thing about a truly 
striking arcade, however, is its uni- 
queness. Why aren't there more coin- 
op palaces like this in the Northeast? 

"To open and maintain an arcade of 
our calibre," Arnie explains, "takes a 
great capital outlay and most people 



i 





do not have the funds. A reason we 
were able to make it economically 
feasible was due to the fact that we did 
most of the work ourselves — design- 
ing, construction, etc." 

In order to make sure that Westport 
loves Arnie's Place, there are strict, 
scrupulously-enforced rules. No smo- 
king, drinking, or any profane lan- 
guage. "At all times," Arnie adds, 
"there are a minimum of three uni- 
formed attendants on duty to insure 
this. We have contacted all the schools 
within a 25 mile radius and asked them 
for their school calendars. When a 
young person unaccompanied by an 
adult enters we ask them: 'No school 
today?' If they say 'no' we find out 
which school they attend and then 
check the calendar to see if it checks. 
Some schools vary from others for 
holiday or break schedules." 

Games are selected by a trio of 




methods. "One is by player request. If 
a great number of our patrons request 
a particular game we will usually 
purchase one or two. Second is to rely 
on some of our distributors — factory 
reps — based on reported income at 
other operations. Last, but least relia- 
ble, is 'hit and miss'. We purchase a 
game and hope our clientele will be 
attracted to it. The success of a game 
varies from location to location de- 
pending on the type of customer; their 
age, education and cultural back- 
ground. A game may earn big in one 
location and die in another." 

Now warming to his subject, Arnie 
gave his opinion on a subject that's 
shaking the arcade industry to its 
foundations: convertible games. They 
are so-called "generic videogames" in 
which new games are not purchased 
complete, merely new program 
boards are obtained to replace those in 
yesterday's model. The oJd title mar- 
quees and side decals are inter- 
changed and, voila!, instant new coin- 
op. 

"Convertible games," according to 
Arnie, "have various effects depend- 
ing whether you are looking at it from 
a manufacturer's outlook or an oper- 
ator's (the person placing the game on 
location). For the most part I think it 
will help the industry in general." 

Finally, we wondered whether or 
not ol' Arnie was an arcader himself. 
Ever the diplomat, after confessing 
that he was, Arnie refused to name a 
favorite. "I derive a pleasure from 
observing my patrons having fun, 
especially young children." Q 

Electronic Games 61 






Now you can play the movie 



. 



i- 



£ 



AXx. 



I 



-***- 










v M 



v^- 




All the flat-out action from the 
blockbuster movie returns in this 
hot new coin video experience 
from Atari. 

The FORCE* is with you once 
again... You're LUKE SKYWALKER* 
rocketing toward the EWOK VIL- 
LAGE* on ENDOR*; CHEWBACCA* 
manuevering a SCOUT WALKER* 
toward the control bunker; and 
LANDO CALRISSIAN* in the MIL- 
LENNIUM FALCON* battling to de- 
stroy the Imperial DEATH STAR*. 

Fantastic 3-D animation, music, 
sound and voice effects from the 



© 1984 Lucastilm Ltd., and Atari Games, Inc. Alt rights reserved. 
'Trademarks ol Lucastilm Ltd. used by Atari Games, Inc. under license. 



movie, plus eight levels 
of increasing difficulty 
and a new "Split-Wave" 
feature that switches the 
action between ENDOR* 
and space add up to non- 
stop challenge. Lead the 
REBELS* to final vic- 
tory! Blast the 
DEATH STAR* (if 
you can). You 
are the 
only hope 

fothe ATARI 



A 



ALLIANCE*. 



A Warner Communications Company 




PLAYERS GUIDE TO 

PROGRAMMABLE 



E 




SYSTEMS 



ATARI 26 



• II 



STRENGTH IN NUMBERS 



Of the pioneer programm- 
able videogame systems, only 
Atari's 2600 remains in pro- 
duction. It has outlasted such 
competition as Bally's Astro- 
cade, the Odyssey 2, Fairchild 
Channel F, the Arcadia 2001 , 
and even Mattel's Intellivi- 
sion. The overwhelming sup- 
port from third-party game 
manufacturers is the key fac- 
tor in the 2600's popularity, 
though its durability, 
availability and low price con- 
tribute heavily. 

The availability of Coleco's 
2600 adapter for its ColecoVi- 
sion had a strong impact on 
that machine's early sales fig- 
ures. Atari later marketed an 
add-on for the Atari 5200 in 
its own bid to attract a trade- 
up audience. Both modules 
are configured a bit dif- 
ferently from the button- 
and-switch arrays on the 
standard 2600, making a few 
of the system's more spec- 
tacular efforts, like Activi- 
sion's Space Shuttle, harder to 
master. 

The Atari 2600 set the stan- 
dard in controllers, introduc- 
ing the nine-pin connector 
plug still used on most 
videogames and low-end 
home cortiputers. But the pro- 
posed line-up of 2600 peri- 
pherals, including several 




planned 2600 keyboards, has 
faded into oblivion. 

THE 2600 TODAY 

When the 2600 was first in- 
troduced, many wondered 
what game designers could 
possibly find to do with so 
much — 4K — memory. 
Companies like Activision 
built their reputations by 
stretching the 2600 
to its furthest possible limits. 
As time passed and newer, 
more sophisticated pro- 



ATARI 2600 (VCS) 

grammables like the Col- 
ecoVision and Atari 5200 




SOLAR FOX (CBS) 



appeared, the 2600's mem- 
ory limitations became appar- 
ent. 

CBS Videogames spent un- 
disclosed amounts of time 
and money researching a new 
type of cartridge chip, which it 
dubbed the RAM-cram. 
These games contained resi- 
dent memory housed within 
the cartridge itself, which 
added to memory already 
built into the machine to 
effectively double the 2600's 
memory. After producing just 

Electronic Games 63 



two 8K games, Tunnel Run- 
ner and Solar Fox, CBS aban- 
doned its entire videogame 
department to concentrate on 
producing computer soft- 
ware. 

This year, Atari itself picked 
up the ball, introducing its 
own line of 8K 2600 games. 
Among the releases are Star- 
gate, Crystal Castles, Mil- 
lipede and Track & Field, the 
latter packaged with a special 
controller developed by joy- 
stick giant, Wico. 

WHAT'S NEXT 

FOR THE VCS 

As consumers trade up 
from videogames to full- 
fledged computer systems, 
they're passing their old 
2600s along to siblings or chil- 
dren. As a result, the 2600 is 
now oriented towards youn- 
ger players. 

Not that many games 
aren't fast-paced and 
challenging enough for any 
adult: Joust (Atari), River 
Raid (Activision) and Star 
Wars (Parker Brothers) are 
just a sampling of the ex- 
cellent arcade-action games 
that are available. Even pro- 
grams with an emphasis on 
strategy, like Space Shuttle 
(Activision), have found a 
niche in the 2600 software 
library. But the big news on 
the VCS is kideogames, which 



AcWisioM 

RIVER RAID 

VIDEO GAME CARTRIDGE 


^i 


AX 


FOR USE WITH THE 
ATARI VIDEO COMPUTER SYSTEM 1 



RIVER RAID (ACTIVISION) 

are now coming into their 
prime with titles like Pigs in 
Space, Cookie Monster 
Munch and Snoopy and the 
Red Baron. 

Even six-month-old babies 
can play Peek-A-Boo, Dr. Lee 
Salk's educational entertain- 
ment for use with the Atari 
Kids' Controller. The game, 
which stars a cute kitten who 




PIGS IN SPACE (ATARI) 



hides behind colorful blocks, 
discourages competition and 
is designed to avoid frustrat- 
ing tiny players. If the child 
doesn't find the cat in a rea- 
sonable amount of time, the 
feline sticks out a paw or an ear 
to offer a helpful hint. With 
difficulty levels ranging wide- 
ly (at the lowest level all the 
child has to do is touch the 
controller — anywhere — to 
earn the reward), this game 
accommodates the full spec- 
trum of toddler players. 

As far as third-party soft- 
ware support goes, last year's 
tidal wave of cartridges has 
ebbed to a comparative trick- 
le. There are plenty of ex- 
cellent games to be had, 
many at bargain prices, 
though the days of the 2600 
blockbusters are quickly fad- 
ing, having really peaked two 



years ago with Activision's 
Pitfall!. Though there are still 
a number of VCS megahits, 
like Pitfall II, most third -party 
software developers — in- 
cluding even Activision — are 
throwing their major efforts 
into designing computer 
games — or at least, pro- 
grams that are intended for 
multiple systems. 

Because of its rock-bottom 
price, the 2600 is still a good 
choice for the economy- 
minded shopper. There's a 
veritable treasure trove of 
bargain cartridges, many of 
which are left over from the 
2600 games glut of last year. 
But after the current stock of 
2600 games are exhausted, 
expect far fewer new titles to 
take their places on the 
shelves — and third-party 
software support will fall off. 



MASTER OF 
MODULARITY 



With its excellent graphics 
and sound, the ColecoVision 
would have been a success 
even without its expansion 
possibilities. Still, that little 
port at the front of the unit 
was what first caught the im- 




aginations of visionary game 
lovers. The idea of a 
constantly-upgradeable unit 
that would never be com- 
pletely obsolete had a definite 
appeal to thrift-conscious 
shoppers. So far, the expan- 



sion module interface has 
been used to plug in Coleco's 
2600 adapter; the steering 
wheel for use with Turbo and 
other driving games; and the 
controversial computer add- 
on, the Adam. The port was 
also ready to be used to plug 
in the now-defunct Super- 
game module as well as a 
home laserdisc module that 
never quite materialized. 

The hardware hasn't 
changed since its introduction 
more than two years ago, 
with the Colecovision's major 
drawback still its controllers. 
Though several recent Coleco 
games for the system have 
been unexciting at best, the 
library of good cartridges is 
large, bolstered by third- party 
games like Epyx's Gateway to 
Apshai and Interphase's talk- 
ing Squish 'Em. Activision, 
Parker Brothers, AtariSoft and 
Sierra are just a few of the 
game developers actively 
pursuing the ColecoVision 
customer. Colecovisionaries 
can now enjoy arcade-to- 
home translations like Cen- 
tipede (AtariSoft), Q*bert 
(Parker Brothers), Star Wars 
(Parker Brothers) and Front 
Line (Coleco), a luxury un- 
heard of in the days of system 
exclusivity. 

CONTROLLING 

THE 

COLECOVISION 

As a result of the Col- 
ecovision's enormous pop- 
ularity, there's been no short- 
age of controllers to replace 
those hand-cramping stan- 
dard joysticks. Wico, High 




SQUISH 'EM (INTERPHASE) 

Score, Suncom, Gim Electro- 
nics and Championship Elec- 
tronics all produce two-but- 
ton joysticks for use with the 
system. Championship Elec- 
any standard nine-pin con- 
troller. For games that don't 
require two action buttons or 
a keypad, any Atari- 
compatible joystick will do. 

Coleco itself makes a track- 
ball that comes packaged 



64 Electronic Games 




SUPER ACTION CONTROLLERS (COLECO) 



with a Slither cartridge, as 
well as the four-button Super 
Action Controllers, which es- 
pecially appeal to sports- 
minded gamers. Packaged 
with Baseball, the Super Ac- 
tion Controllers are also 
necessary for playing such 
games as Rocky Battles the 
Champ and Front Line. 



OUTLOOK FOR 
COLECOVISION 

With many first-time 
electronic gamers being en- 
ticed by low-priced comput- 
ers, the eventual future of the 
ColecoVision is linked to the 
Adam, its add-on computer. 
Despite initial production and 




The ColecoVision game system. 



image problems, the re- 
vamped Adam has been 
praised by its owners. Soft- 
ware support is still sketchy, 
consisting mostly of car- 
tridges that are marked 
"ColecoVision/Adam com- 
patible. 

At least for the time being, 
the ColecoVision has plenty 



of thunder left. With its exist- 
ing library of outstanding 
games — many of which are 
finally being marked down af- 
ter selling for two years at list 
price — the ColecoVision off- 
ers a vast selection of choice 
games that appeal to home 
arcaders of every taste and 
gaming persuasion. 



THE SUPERSYSTEM 
BOWS OUT 



Until the introduction of 
Atari's 7800, this sleek, high- 
tech unit was Atari's top-of- 
the-line game player. Produc- 
tion of the 5200 was officially 
discontinued last spring, 
though Atari announced 
plans to provide software 
support for the 5200, at least 
for the foreseeable future. An 
adapter that plugs into the 
7800 and allows it to play 
5200 cartridges is soon to be 
available. In spite of these op- 
timistic signs from Atari, 5200 
owners have written in to EG 
to express feelings of 
abandonment. 

The 5200's controllers 
made at least some contribu- 
tion to the game system's 
eventual demise. While Atari's 
original intention was to set 
a new state of the art by pro- 
viding an analog joystick 
complete with remote start, 
pause and reset functions, the 
non-centering joysticks 
proved frustratingly difficult 



to use — especially in light of 
the 5200's strong game base 
of action-oriented arcade 
translations like Pac-Man, 
Centipede, Qix and Robot- 
ron. Some joystick man- 
ufacturers, like Wico, High 
Score and Coin Controls, de- 
signed good, self-centering 
5200 replacement controllers, 



but the effort was too little, 
too late. 

The 5200 had overtaken 
the ColecoVision in sales 
when Atari made the decision 
to stop production in favor of 
the 7800's new graphics tech- 
nology. Since the 7800 won't 
list for much more than the 
5200, the choice for Atari was 




ATARI 5200 



one of simple economics. But 
for game players, a new 
choice is required: to enjoy 
the 5200 and its complete 
games library now, knowing 
that it's effectively closed- 
ended; or to wait for the next 
step up, to either a computer 
or the 7800. 

5200: THE 
COMPLETE HOME 
ARCADE 

Atari's own lineup of 5200 
titles is downright boggling. 
Defender, Pac-Man r Joust, 
Space Dungeon, Star Raiders, 
Pole Position, Pengo and 
Robotron are just a few of the 
solid wall of hits. Gremlins, 
Atari's cartridge rendition of 
Steven Speilberg's hit film, is 
a brand-new action/strategy 
contest with outstanding 
graphics, sound and payabil- 
ity, while Lucasfilm's Ball- 
blazer and Rescue on Fracta- 
ls set new standards in their 

Electronic Games 65 




PITFALL! (ACTIVISION) 



respective ways. These and 
other great games first 
appeared on the 5200. Add 
classic computer game titles 
like Dan Gorlin's Choplifter!, 
complete with full two- 
button control, and it's clear 
that the Atari software folks 
have put in more than a little 
overtime in the think tanks. 

But the story from third- 
party game developers isn't 
quite as rosy. Many compan- 
ies who design for the Col- 
ecoVision never even glanced 
at the 5200, despite its proven 
capabilities. There are a few 
bright spots among the 
clouds, though: Parker Broth- 
ers has its full line of games, 
including the whimsical Frog- 
ger II: Threedeep, Star Wars 
and Montezuma's Revenge, 
on cartridge for the 5200. 
Activision has Beamrider, Pit- 
fall and a host of other titles, 
and Big Five has Miner 
2049er. The 5200 has never 



enjoyed the third-party sup- 
port evidenced for other pro- 
grammable videogames. 

Even without these 
independently -produced 
games, as of now the Atari 
5200 already sports what is 
probably the strongest selec- 
tion of good games. 

Now that Atari pulled the 
plug on its razzle-dazzle 
game player, the 5200's fu- 
ture is bleak. Gamers 
shouldn't expect many third- 
party cartridges coming 
down the pike, but rather 
should try to enjoy what's 
out there now. While Atari 
will keep releasing new titles 
in 5200 format, the system 
will eventually be replaced 
by the 7800. 

Still, the 5200 — like GCE's 
now-extinct Vectrex — will 
be remembered fondly, es- 
pecially by those who own or 
have owned it, as one of the 
red-hot home arcades. 




INTRODUCING 
THE 7800 



This fall, Atari stunned the 
electronic gaming industry by 
introducing its brand-new, 
state of the art programmable 
videogame machine, the 
7800 — a step in the wrong 
direction, according to the 
market analysts, who forecast 
the future of electro-gaming 
as founded firmly in the com- 
puter era. Can a dedicated 
videogame, no matter how 
spectacular, hope to compete 
against low-end game- 
playing computers like the 
Atari 800XL and the Com- 
modore 64? Atari, for one, 



hopes so. 

The 7800 looks like a minia- 
ture replica of Atari's sleek, 
modern-looking 5200. The 
latter's bulky, uncontrollable 
joystick/keyboards have 
been replaced by attractive, 
easy-to-use two-button joy- 
stick, comparable with stan- 
dard nine-pin controllers. 
Theoretically, any two-button 
joystick that works on a Col- 
ecoVision should work on the 
7800, though there is no 
more need for a keypad, start, 
reset or pause key. These ex- 
tra frills have been eliminated 




7800 POLE POSITION (ATARI) 




BALLBLAZER (ATARI/LUCASFILM) 




7800 PRO SYSTEM (ATARI) 



PLAYERS GUIDE TO 



PROGRAMMABLE 

VIDEOGAME 

SYSTEMS 




66 Electronic Games 




7800 JOUST (ATARI) 



in an effort to keep the con- 
trollers lightweight, desirable 
and accurate. From EG's early 
testing, all three seem to be 
characteristics of the 7800 joy- 
sticks, which are shaped like 
slim cylinders to fit easily in 
most palms. 

The Atari 7800 is compat- 
ible with Atari computer per- 
ipherals, though Atari disks 
will not work with the new 
system. Due to its brand-new 
"Marie" graphics chip, the 
7800 speaks a different com- 
puter language. Atari plans to 
introduce a 7800 computer 
keyboard if there's enough 
demand for it, so that 
peripheral-compatibility 
could come in handy in a year 
or so. 

The 7800 comes packaged 
with a high-quality Centipede 
cartridge, which gives gamers 
a hint of goodies to come. The 
game's graphics are even bet- 
ter than the 5200 version's 
showing off the 7800's gra- 
phics capability. The new 
game machine lists at 
$120, just about what the 
5200 sold for last year. It ac- 
cepts 2600 cartridges without 
the added expense of a plug- 
in module, making it the per- 
fect trade-up for 2600 owners 
with large game libraries. A 
5200 adapter is due soon as 
well. 

THE FIRST 
7800 GAMES 

Atari premiered a host of 
arcade hits for its new top-of- 
the-line videogame, including 
souped-up versions of Joust, 
Centipede, Pole Position II, 
Asteroids, Ms. Pac Man, 
Robotron and Food Fight. 
Desert Falcon, formerly titled 
Nile Flier, is the first game 
produced especially for the 



7800. This high-resolution 
action/strategy game fea- 
tures Zaxxon's three-quarters 
perspective and adds the abil- 
ity to land, plus the chance to 
find and use mystical powers. 

Ballblazer and Rescue on 
Fractalus are also due out for 
the 7800, with Gremlins be- 
ing translated as of this writ- 
ing. 

Third-party software sup- 
port is uncertain at best, with 
companies adopting a wait- 
and-see attitude about Atari's 
newestaddition. In the mean- 
while, Atari is trying to take up 
the slack by keeping those 
megahits flowing to gamers. 

CAN ATARI 
DOIT? 

The 7800 was launched at a 
time when game manufactur- 
ers, designers, and some in- 
dustry analysts were predict- 
ing a wholesale swing 
towards computers and their 
more sophisticated disk- 
based software. There are a 
lot of home arcaders out there 
who don't feel ready to take 
on the expense of a full com- 
puter set-up. Whether they'll 
succumb to computermania 
or choose the best videogame 
ever put on the market is a 
question to be answered with 
this holiday season. 

One thing is certain — if a 
programmable videogame 
player is still going to sell, 
Atari's 7800 is the top-of-the- 
line system. With its built-in 
2600 compatibility and 
graphics resolution surpassing 
even the high priced personal 
computers, the 7800 is the 
best videogame there is. 

The Atari takeover by Com- 
modore founder Jack Tramiel 
has made the status of the 
7800 uncertain as of now. 




7800 DESERT FALCON (ATARI) 



VIDEOGAMINC 
OUTLOOK 



VIDEOGAMES VS. 
COMPUTERS 

The rise of the home com- 
puter — more than 15% of 
American families now own 
one — raises the question of 
whether there's any sense 
buying a videogame system. 
One persuasive argument is 
that a computer is a much 
more versatile tool than a 
videogame machine, thanks 
largely to its keyboard, and 
also plays excellent games. 

The fact that computers are 
more sophisticated and 
powerful need not mean, 
however, that videogames 
have come to the end of their 
usefulness. It's hard to name a 
toy priced comparably to the 
2600, for instance, that 
affords the variety of play and 
mental stimulation to be 
found in this mini-player. 
Even if the household already 
has a microcomputer, there's 
no reason why one or more 
family members couldn't also 
own personal home game 
machines. 

Another point to consider is 
that many of the videogame 
systems are equal to — or 
even superior to — many low- 
end computers in sound, 
graphics and memory. You'd 
have to spend a bundle to get 
a computer capable of rivaling 
the 7800's game graphics. 
The ColecoVision's library of 
games includes numerous ti- 
tles which offer just as much 
excitement as anything on 
cartridge for computer. 



Then, too, the surviving 
videogame systems are all 
supported with extensive li- 
braries of cartridge software. 
If you buy a videogame unit, 
you'll never have to worry 
about finding enough good 
games. There are dozens for 
every system. Another way to 
look at this aspect is that once 
you purchase a system and 
some software, you've got a 
self-sufficient entertainment 
device that can provide many 
hours of pleasure even if the 
manufacturer decides to slow 
or stop new product in- 
troductions a year or so from 
now. 

Some people are simply not 
ready, for one of a host of 
reasons, to get into home 
computing. For these folks, 
the videogame system can be 
a pleasant and easy way to 
make first contact with the 
world of interactive electronic 
entertainment. 

And, of course, highly 
transportable videogame sys- 
tems are excellent take- 
alongs on trips and vacations. 
They connect to any TV set in 
a jiffy with no esoteric hard- 
ware (beyond the RF box). 

Are these reasons compel- 
ling enough to get you to buy 
a videogame system? That, of 
course, is an individual choice. 
What can be said with some 
certainty, is that videogame 
systems have many attractive 
points and are not going to 
disappear overnight as a re- 
sult of the popularity of com- 
puters. Q 



Electronic Games 67 




By TRACIE FORMAN 



Software King Of The Ozark s 



Vou're not going to belly laugh or 
really cry playing a computer 
game," muses Dan Bunten, head de- 
signer of Ozark Softscape, the game 
design house behind M.U.L.E. and 
Seven Cities of Gold. "The best we 
can hope for is empathy with your 
character. 

The lanky, 35-year-old Arkansas 
resident is in New York, wrapping up a 
promotion tour for Seven Cities. Like 
Ozark Softscape's earlier effort 
M.U.L.E., Seven Cities places the 
character in a more active role 
than many strategy games. 

The conquistador-age ex- 
ploration adventure is the 
first in a projected "Ages of 
Man" series. "That kind of 
tickles me," laughs Dan, re- 
ferring to the series' lofty 
title, "it's so pretentious!" 

Dan Bunten is anything 
but pretentious. A former 
conscientious objector and 
'60 f s radical, he's fiercely 
proud of the dents and broken 
windshield on his old Volks- 
wagon, but "I felt like I sold out 
when I bought a 25-inch color TV." 

Dan was born in St, Louis, the 
eldest of six children, Since 



the family moved around a lot, the 
children learned to rely on each other 
for companionship. "We had ready- 
made teams," he recalls. Dan and 
brother Bill, now an Ozark team mem- 
ber as well, would modify board 
games to keep themselves enter- 
tained. 
It was Dan's interest in multi-player 



contests that led him to design Wheel- 
er Dealers (Speakeasy Software) in 
1 979, as a 1 6K Apple cassette. He and 
his brothers rigged special buttons to 
allow four people to play the full-text 
stock market simulation at once. They 
manufactured 500 copies to sell 
through Speakeasy, only 100 of which 
sold. "It was really pretty goofy," grins 
Dan. 

That same year, Bunten hooked up 
with Strategic Simulations, which mar- 
keted his next three designs, Compu- 
ter Quarterback, Cytron Masters and 
Cartels & Cutthroats. He credits Cy- 
tron Masters as the forerunner 
of M.U.L.E. in many ways. 

"With M.U.LE. we tried to build a 
framework through which people 
could socialize. Our family doesn't talk 
much, or say how we like to spend 
time together. M.U.LE. builds that 
flexible environment. 

"We consider ourselves conceptual 
designers," he adds. We don't come 
up with a theme and then write a 
game. We come up with elements that 
will make a good play encounter. 
"For us, Seven Cities was a real de- 
parture. It gives players the 
moral dilemma of the 
Spanish conquista- 
dors, with the 



68 Electronic Games a 



delicate balance between negotia- 
tion and might. The whole design 
is built around entertaining you, 
the individual." 

Soon after his return to Arkansas, 
Dan joined the rest of Ozark Softscape 
(brother Bill Bunten, Alan Watson and 
Jim Rushing) for a week-long retreat 
to brainstorm their next major project. 
"The most fun is sitting around com- 
ing up with the ideas, saying 'Well, 
now, what's it gonna be?' 

"We're really just scratching the 
surface of what a computer can do," 
he notes. "We don't even know how 
to be dramatic yet. The most in- 
experienced writers know how to de- 
velop characters, underline plots, etc., 
but we're at the first-grade level. Pro- 
grams are great in comparison to what 
they used to be, but they don't com- 
pare to real art." 

Each member of Ozark Softscape is 
excited at the new project for a differ- 
ent reason. While Dan tries to instill a 
meaningful message in each program, 
Jim Rushing likes the programming 
challenge. Bill Bunten, the only non- 
programmer on the team, enjoys 
working out the secrets and subtleties 
behind the obvious game elements. 
Allan Watson, a would-be cartoonist, 
likes to animate the sequences. 

The design team is a varied and very 
educated crew, indeed — Dan has a BS 
in industrial engineering and a masters 
degree in science operations research. 
Bill, the only part-timer (he works for 
the Parks Department), has an MBA, as 
well as several certificates in leisure 
planning. Alan, an ex-junior high 
school teacher, has a B.S. in math, and 
Jim, whose first job is with Ozark, has 
an MBA. 

Despite Ivy League backgrounds, 
the gang looks downright grungy in 
their official Electronic Arts photo. 
"We don't wear suits," notes Dan, 
though before the picture was taken 
they were told not to shave, to wear 
dirty clothes, and to mess up their hair 
"to be remembered as being unique." 
(The woman Bill Bunten is leering at in 
the shot is actually Theresa Bunten, 
their sister. Roy Glover, the musician/ 
computer repairman who penned the 
M.U.L.E. anthem, was not in the pic- 
ture.) 

Despite Ozark Softscape's seeming- 
ly meteoric rise, Dan refutes the 




SEVEN CITIES OF GOLD (ELECTRONIC ARTS) 

stereotype of the young, 
nouveau riche game designer. "People 
have this perception that we're all real- 
ly rich," he says. "But my family of 
four lives on a pretty modest income. If 
I hadn't picked up a little job here and 
there, I couldn't have gone into (game 
designing) full time." 

Instead of being in it for the money, 
Dan finds he likes his work. "In one 
sense, (a game designer) is a tech- 
nologist who has to work out every 
detail of every line of code. The other 
side of my personality is creative, artis- 
tic. This is a chance to put both aspects 
into one job." 

Dan asked Electronic Games Maga- 
zine to spread the word to would-be 
game designers that Ozark Softscape 
is looking for apprentices willing to re- 
locate to the Arkansas area. Would he 
advise new programmers to go into 
game design? 

"In comparison to what else?" he 
replies. "I wouldn't tell them to throw 
away other opportunities that come 
by. Young designers are too tightly 
focused and don't leave themselves 
options to do other things." 



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CARTELS & CUTTHROATS (SSI) 

As for the glamor of game designing 
professionally, Dan says, "The people I 
admire are the people who went to jail 
instead of Vietnam, or who go to India 
to do some good, or who are really 
committed to the environment. Those 





IDs 5 








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M.U.LE. (ELECTRONIC ARTS) 

are the people who are really admir- 
able. What I'm doing seems less im- 
portant. If we can develop enough real 
tools in the medium, like maybe a 
world energy model, maybe I can do 
something to change some of that. I 
want to make a significant impact in a 
person's life. Then I'll feel like an 
artist." G 



The Ozark Software group, en famitie. 




Electronic Games £9 



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Don't Go Near The Waters 



On Parade 



GREMLINS 

Atari/Atari 5200 

The only similarity between this 
edition of Gremlins and the 2600 car- 
tridge is its movie-based title. Whereas 
the 2600 game uses the hit summer 
flick's plot as mere background for an 
old-hat play-mechanic, the 5200 
game has all the thrills, chills, and 
offbeat sense of humor that kept the 
lines so long at the box office. 

Anyone who survived the summer 



ing Mogwais, each of which must be 
deposited into a stationary on-screen 
cage to keep it from finding a midnight 
snack. With each progressive level, the 
room starts out littered with more 
fully-formed Gremlins — which are 
fatal to the touch — along with more 
water puddles and more food. 

One some screens, the Gremlins 
make a dash for the refrigerator, toss- 
ing out bits of food to tempt always- 
hungry Mogwais. Meanwhile, other 




5200 GREMLINS (ATARI) 



"Gremlins" invasion knows that there 
are two things one must never do to 
cute, gentle little Mogwais: get them 
wet, which causes them to multiply; 
and feed them after midnight, after 
which they hatch into dangerously 
malevolent Gremlins. This game starts 
the hero out in a houseful of wander- 



Gremlins try to reach the Mogwai ca^e 
to free all the trapped beasties for new 
temptations. 

The game's sense of humor is es- 
pecially obvious at higher levels. For 
example, Gremlins and Mogwais alike 
love television, and are likely to turn it 
on and sit transfixed in front of it if 



k 



rik- 




70 Electronic Games 



they get the chance. And, like constant 
dieters, Mogwais create their own 
culinary temptations, turning on the 
popcorn machines even after the play- 
er has turned them off. 

The creatures seem to have definite 
personalities, detailed down to the 
frightened shaking of the Mogwais be- 
ing teased by their Gremlin cousins 
Mogwais tend to run straight to the 
on-screen hero, as if anxious to retreat 
to the cage's relative safety. 

Gremlins is a rare find for action 
lovers, requiring split-second decision- 
making and skillful swordplay to sur- 
vive. Add to that an outstanding 
theme song and graphics, plus more 
than twenty-five different screens, 



and the end result is one of the best 
games ever made for the 5200. This car- 
tridge can keep gamers happily occu- 
pied — even long after midnight. 

(Trade Forman) 

GREMLINS 

Atari/Atari 2600 

After such spectacular disasters as 
its game versions of E.T. and Raiders 
of the Lost Ark, one might think Atari 
would shy away from licensing games 
from the silver screen. Gremlins, in the 
2600 version, only reinforces the fact 
that a great movie doesn't necessaily 
make a great game." 

In Gremlins, the idea is simple 
enough. The first screen involves 




catching falling Mogwais (the sweet 
little critters that only turn evil when 
they're fed after midnight) before they 
reach the floor, where tasty midnight 
snacks lie waiting. After that phase 
ends, the player must try to shoot the 
Mogwais-turned-Gremlins as they 
advance down the screen. If a Gremlin 
manages to land at ground level, it has 
a human snack — and one life is lost. 

The real problem with this game is 
that it's so blatantly derivative it's 
downright embarrassing. The play- 
mechanic was first seen about two 
years ago in Activision's Kaboom!, 
then again six months later in U.S. 
Games' humorous Eggomania. Atari 
2600 owners who want a catch-the 
falling-object play-mechanic probably 
already have one. 

On the up side, Gremlins is one of 
Atari's new superchip games, which 
effectively double the 2600's game- 
playing memory to a full 8K, so the 
graphics are beautiful. But pretty pic- 
tures aren't enough in a game that has 
little else that's new. 

(Trade Forman) 

QUICK STEP 

Imagic/ 'Atari 2600 

Add Imagic's Quick Step to the 
growing number of color-changing 
contests. In this version of the Q*bert 
mania, gamers, in the guise of a kan- 
garoo (or a squirrel in the two-player 
version), jump from one trampoline to 
another while they are scrolling down 
off the screen. Whenever a player 
lands on one of the trampolines, it 
changes to his color. However, the op- 
posing player can change it back. This 
goes on as long as the trampolines are 
on-screen. 

Not all of the trampolines are alike, 
however. Some of them (the white 
trampolines) are called magic mats. 
Just before their appearance on the 
screen, music is heard. If the gamer 
can claim one of these mats, it changes 
to his color and bestows upon him the 
power to freeze his opponent for 
awhile. All the player has to do is land 
on the same trampoline as his op- 
ponent. (It's a good idea to freeze the 
player near the bottom of the screen 
so that he loses a life when the tram- 
poline slides off-screen.) 

n addition to the magic mats, gam- 
ers are armed with tricky traps. These 
traps, released by pressing the joystick 
button, cause the trampoline the play- 
er last stood on to disappear. This, in 
effect, prevents the opponent from 

Electronic Games 71 



-PROGRAMMABLE PARADE 



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QUICK STEP (IMAGJC) 



hopping onto that space. Judicious use 
of tricky traps can isolate the opponent 
from the rest of the screen. Although 
players begin with six traps, they can 
accumulate more by landing on gold 
mats. 

When the first wave of trampolines 
is nearing an end, the gamer will hear 
five beeps. This signals the beginning 
of the ladder sequence and the 
approach of another level. The ladder 
sequence differs from the usual wave 
of trampolines in that only one tram- 
poline (instead of the normal four) 
appears at a time. And yes, tricky traps 
are especially effective on the ladders. 

All in all, Quick Step is a fast-paced 
strategy game that works well on the 
2600. 

(Vincent Puglia) 

PITSTOP 

Epyx/Coleco Vision 

Pitstop is the driving videogame for 
purists. 

Pitstop isn't the next Turbo. It isn't 
trying to be. This program is for folks 
who want to vicariously feel the roar of 
heavy metal (Pitstop has the best driv- 
ing sounds in the genre), and taste the 
grit of imaginary dust. This is for you 
electronic-age Cale Yarboroughs 
who want to test grit and skill behind 
a steering wheel and accelerator (un- 
less, poor thing, you don't have a Col- 
eco steering module, in which case a 
joystick and action button will do). 



This cart's for gamers who want to 
put the pedal to the metal! 

Wow, are there options: number of 
drivers (1-4, but no head-to-head); 
level of difficulty (rookie, semi-pro and 
pro); single, mini- or grand circuit; and 
the course you'd prefer to drive 
(Monaco, Le Mans, Kyalami, Albi, 
Jarama, and St. Jovite are available). 

People who enjoy Pitstop will 
appreciate these true-to-life touches, 
especially with each course rendered 



at the lower left of the playfield with a 
cursor indicating the player's current 
status. 

The optical effects won't blow your 
mind, but this is racing, y'all, not 
Ascot! Keep your grandstands and 
flag-waving, this game creates the feel 
of moving through a pack with a quali- 
ty that just feels so right. 

In terms of realism, Pitstop goes 
even further. Unlike other racing 
games, in which you either blow up 
with each contact — with another car 
or the side of the road — or bump 
endlessly, this game creates limita- 
tions. No, there's no frustrating explo- 
sion and scratch start with every mis- 
take, but bump too many times and 
the car or tires might get damaged. 
Then there's fuel to consider — speed 
eats diesel in great gulps, not to men- 
tion wearing down tire treads. When 
times of trouble loom ahead, wait for 
one of the spots where the road 
widens and take an off-ramp into the 
pitstop, where, via joystick manipula- 
tion, a four man crew gasses her up, 
fixes the engine, replaces a tire, and 
signals the reentry into the race. These 
stops cost time, but add a marvelous 
depth to the contest. 

At the end of each race, the giant 
board flashes the results. First comes 
the finish of the previous race: posi- 
tion, laps, time and purse. The circuit 
standings follow. 

Pitstop is the real thing. For owners 









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PITSTOP (EPYX) 



72 Electronic Games 



•PROGRAMMABLE PARADE 



of the steering module, this will prove 
an exhilarating experience. Remember 
to read the directions! There's so much 
here, it would be a shame to miss any 
of it. 

(Will Richardson) 

NOVA BLAST 

Imagic/ColecoVision 

The best description of Nova Blast 
would be: Defender meets Missile 
Command by way of Demon Attack. 

Players defend a quartet of domed 
cities from wave after wave of assault 
by different types of alien attackers. 
Hence, players must deal with orion 
fighters, Gravitines, Astro Sailors, 
Quemens, Diving Drones, Sonads, 
etc., and, as in Demon Attack, half the 
fun is in seeing all these different crea- 
tures each rack — sort of like a pro- 
longed Cantina sequence. 

The player controls a horizontally- 
scrolling ship that fires lasers and drops 
bombs in a manner some cynics may 
feel derives overly much from De- 
fender. The ship is there to defend four 
cities, whose energy shields can 
absorb a certain number of hits before 
disappearing. At the end of each 
assault round, the player picks up 
bonus points determined by the num- 
ber of cities left standing. 

Imagic added an intriguing wrinkle 
or two to Nova Blast There are ex- 
ceedingly neat ground-based assault 
vehicles the player's craft must kayo 




NOVA BLAST (IMAGIC) 



via bombing. These tread-bearing, 
well-armed land-crawlers are a mag- 
nificent graphic touch and add an ele- 
ment of genuine harrassment to the 
proceedings. 

Best of all, there are periodically 
appearing power stations — they 
resemble the electric arcs that buzzed 
so happily in all those mad doctor flicks 
— which the defending ship can tap 
into and absorb power from. Once the 
power is taken into the ship's storage 




ROBOTRON 2084 (ATARI) 



cells, it can be discharged into a 
weakened city and recharge its defen- 
sive dome. 

Nova Blast isn't going to set the 
world on fire, but it's a nice addition to 
the Coleco library. 

(Bill Kunkel) 

ROBOTRON: 2084 

Atari/Atari 5200 

This cartridge has the colorful 
graphics and shoot-from-the-hip 
play-action that first attracted fans at 
the arcades. But the non-centering 
5200 joysticks would have rendered 
Robotron unplayable if Atari hadn't 
had the foresight to include an anchor- 
ing base for its controllers in the pack- 
age. Even with the base, Robotron's 
new non-centered control scheme 
takes a lot of getting used to, es- 
pecially by those used to the arcade 
game — especially between rounds, 
when the sticks have to be set back to 
center to avoid a fatal first step. 

Players with the patience to work 
through early difficulties — or those 
with two self-centering 5200 controll- 
ers — will find all the game's elements 
intact, from the hi-res human family in 
distress to the progressively more 
lethal droids. Once you get past the 
"new" control scheme, Robotron 
turns out to be all a fast-action fan 
could want in a game. 

(Trade Forman) 

e 

Electronic Games 73 




By TRACIE FORMAN 



Find the Glitches, Easter Eggs and Bugs 
in Your Favorite Programs 



0% o electronic gamer ever has a 
IH good word for program bugs, 
those pesky coding mistakes that crash 
the game just as you're about to zap 
the wizard, but glitches and easter 
eggs are a different story. When Rob 
Fulop fixed up the home edition of 
Missile Command to display his ini- 
tials under special circumstances, he 
couldn't have known he was starting a 
major craze within the hobby. 

EG's inventive and sharp-eyed read- 
ers are on the cutting edge of quirk - 
questers. The "Glitch of the Month" 
section has brought an avalanche of 
incredible easter eggs and glitches of 
every description. 

So here's our salute to the inventive 
programmers who hide the goodies 
and the equally ingenious players who 
find them. 

PITFALL — 
FALL NO MORE 

To go into a pit without losing 100 
points, simply approach a ladder lead- 
ing underground. If you're moving left 
to right, push the joystick southeast 
(southwest if you're moving left) as 
soon as Harry begins to fall in. He'll 
grab the ladder and safely descend. 
(Atari 2600 version.) 

Frank Townsend 
San Jose, CA 

KEEP ON TREKKIN' 

On my Commodore 64 version of 
StarTrek r I found a way to produce an 
unlimited score. By usingthefollowing 
keys: X: Rotate Right; Z: Rotate Left; 
Slash (/); Fire; and M: Warp, you can 
maneuver without being destroyed. 




You can achieve this only by using up 
all your warp energy. Then press the 
slash and M keys simultaneously while 
maneuvering with the X and Z keys. 
This allows you to maneuver without 
docking or getting destroyed. The only 
problem is that after a long time it gets 
boring! 

Joe Drabek 
Cheektowaga, NY 

THE (REALLY) HIGH JUMP 

During the pole vault sequence in 
Decathlon for the 2600, if you press 
the button more than once after let- 
ting the pole go, your man will keep 
rising and clear the pole entirely. After 
a few moments in mid-air, my man 
floated across the screen to the left- 
Steve Kelly 
Kansas City, MO 



Q*BERT QUIRKS 

In Q*bert for the Atari 2600, wait 
on the top cube of the pyramid and let 
Coily approach. When he's just about 
to leap onto the top cube, hop Q*bert 
off the right side. He'll fall off, but 
Coily will be eliminated (heh-heh). 
You'll get the usual 500 points for 
eliminating Coily, and a new Q*bert 
will appear at the top of the pyramid 
without costing the player a life. This 
can be repeated indefinitely. 

Tom E. Swingle 
Waterford, OH 

Wait till Coily jumps on the im- 
mediate diagonal neighbor cube. 
When he's about to jump on Q*bert, 
jump onto him. You won't die. You 
will only trade places. 

Eduardo Molon 
Miami, FL 

GHOSTLY DOTS 

Set the 5200 Pac-Man cartridge on 
the cherry screen, take off from the 
right, and head up into the right-hand 
tunnel. As you go off-screen, you'll 
hear a chomp. Freeze the action and 
inspect the dots to the left of the start- 
ing point, and you'll find a missing dot 
where no Pac-Man has gone before. 

Bill Ajello 
Newark, NJ 

WIZARDRY MAGIC 

I found a glitch on my Wizardry 
program for the Apple computer. You 
can make any character know all the 
spells, and you can make the charact- 
er's level higher than level 200. His or 
her hit points will also be above 700. 



74 Electronic Games 



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Note experience points. 

To do this r go to the Training 
Grounds and create a bishop (1 2 piety 
and 12 I.Q.). After creating the char- 
acter, take it into the maze. When 
you're at your camp, inspect the 
bishop. Then press the letter I for iden- 
tify an item. The computer will then 
ask what number item you wish identi- 
fied. Push 9. If it says "failure," try 
again. When it says "success," it will 
give you one hundred million experi- 
ence points. Then go back into the 
castle and go to the Adventurer's Inn. 
Keep staying in the stables until you 
learn all the spells and gain as many hit 
points as desired. Your strength, I.Q., 
piety, vitality, agility and luck should 
all equal 18. Then you can go back to 
the maze and cast a new spell to make 
your hit points equal to your status. (If 
your character is of the right align- 
ment, use the change-class option in 
the Training Grounds to become a 
Ninja, Samurai or Lord. After the new 
characters make it to their experience 
level 2, they can use every spell for 
both mages and priests.) 

David Schwantes 
Huntington Beach, CA 

TUT-TUT TUTANKH AM 

In Tutankham for the VlC-20, you 
can shoot through walls that are one 
layer thick. You have to be moving 
toward the wall and shooting for the 
bullets to go through. 

David Bye 
Portland, IN 



JUNIOR GETS A LIFT 

In Donkey Kong Junior for the Co- 

lecovision, go to the top platform 
next to the hole where the birds come 
through. Then walk into the hole. Ju- 
nior will grab an invisible vine by him- 
self and can move up right through the 
top of the platform. 

Doug Gritman, 
Stratford, CT 

On the spring board screen, position 
Junior on the right-hand side of the 
moving chain, at the bottom. Wait un- 
til the top moving platform passes. 
When it's almost past, pull the stick 
down and left. Junior will fall onto the 
spot where the plaform used to be, 
and sits there until the platform is 
moved back under him, or the control 
is moved. 

Jim Elliott 
Moose Jaw, Saskatchewan 

SLAPPING SMURFS 

In Smurf: Rescue in Gargamel's 
Castle for the Colecovision, get as 
close as you can to Smurfette without 
touching her, then wait for Smurfs 
energy to run out. Smurfette moves 
her lower arm and seems to punch him 
out! 

Bill Westerhoff 
New Caanan, CT 

There's a way to keep Smurfette's 
dress off until your energy runs out. 
You need the Roller Controller, or two 
joysticks plugged into one port 
through a Y-adapter. Stand on the 



skull and push one joystick down and 
the other up. Smurf gets lower and 
lower. When he disappears, the lady 
does her striptease act. Smurf will 
reappear at the top of the screen. 

Ramey Gonzales 
Merced, CA 

OFF THE BEATEN PATH 

In Bump 'NT Jump for the Intellivi- 
sion, you can jump off one side of the 
TV screen and land before you can be 
seen on the other side. If done right, 
the player's car lands on an invisible 
highway between the sides of the TV 
screen. You must jump off and on to 
the "real" road before reaching a gas 
pump. To leave the invisible road, just 
press the jump button and one side of 
the disk. Do not press the disk while on 
the invisible highway or you crash. I 
achieved over a million points using 
this glitch. 

David Foulke 
Maroa, IL 

G 



WHAT'S A GLITCH? 

To clear up misunderstandings 
among our readers, here's a definition 
of the three types of quirks found in 
programs: 

A glitch is an unexpected sub- 
routine thattums up in a program, like 
Smurfette's surprise striptease. 

An easier egg is a hidden message in 
a program, such as a designer's initials. 

A bug is a defect in programming 
that causes the game to malfunction. 




Lead-in to stripping Smurfette. 



Topless Smurfette. 

Electronic Games 75 



The Game 

World 

Meets the 

Real World 




If subhunt games are your passions, 
the ultimate device belongs to the 
U.S. Navy. Calling it a "game" is really 
a misnomer, but a game of hide and 
seek it turns out to be. For our first- 
hand look at how the Navy plays a 
subhunt game for real, we went along 
on a West Coast training flight from 
Moffett Field near Palo Alto, Calif. 
with squadron VP-31. 

Sound like an interesting experi- 
ence? You bet. Say hello to the U.S. 
Navy's P3 Orion, a four-engine air- 
liner-size turbo-prop aircraft that, with 
its dozen or so crewmen, forms part of 
the best defense against the threat of 
enemy submarines by constantly pat- 
rolling our coasts and the sealanes and 
waterways of the world. 

Navy P3 Orion crews are part of a 
videogamer's dream. Using radar and 
sonar scopes, including their own ver- 
sion of joysticks, the sensor operators 
search for enemy submarines. The 
quarry, of course, is not just hanging 
around below the surface trying not to 
be noticed. It's actively working at not 
being caught. There are underwater 
valleys and rock formations under 
which to hide, and decoys that can be 
sent out to confuse the Orion oper- 
ators. And to compound the problem, 
the P3 crew has to make sure that they 
have, indeed, found a foreign sub and 
not accidently given away the secret 
hiding place of one of our own. It 
makes for an interesting situation. 

The playing field can be any of the 
oceans and navigable seas in the 
world. Your mission is to detect, keep 
track of, and, if necesssary, destroy 
enemy submarines before they have a 
chance to launch their missiles against 
the major population areas and milit- 
ary installations of the United States 
and other countries you are assigned 
to protect. In addition, it is your job to 
help keep the sealanes open and clear 
of marauding attack submarines and if 
assigned to convoy duty, to insure the 
ocean path ahead is free of a lurking 
underwater enemy. 

Let's look at a possible scenario. 

Somewhere off the coast of the Un- 
ited States are foreign submarines. 




Almost all are submerged and in 
hiding. 

On your side is sonar (for underwa- 
ter detection) and radar — just in case 
you might find a submarine on the 
surface or with one of its motherships, 
getting supplies. Your mission can also 
include checking out various surface 
vessels to make sure they are, indeed, 
friendly to the United States. 

For weapons, your P3 is equipped 
with depth-charges and Harpoon 
anti-ship/submarines missiles. Depth- 
charges are updated versions of what 
you might see in an old war movie on 
the late show, but the Harpoon missile 
is a creature of another sort. 



Resembling in name only the instru- 
ment Capt. Ahab had to launch 
against Moby Dick, the Harpoons car- 
ried by a P3 are sophisticated missiles 
that, once locked on to their target by 
the Orion crew, are fast, deadly, and 
extremely accurate. 

In addition, you have mines that can 
be dropped in the path of a ship. You 
can fly fast or slow, and, if needed, 
call in jet aircraft and friendly Navy 
vessels to help you in the destruction 
of your targets. 

Now, just in case this sounds easy so 
far, let's throw in a couple of tricks the 
enemy has up his sleeves. 

He has the entire ocean for a hiding 



76 Electronic Games 



By DAVID LUSTIG 




place, possibly sitting in one of those 
aforementioned underwater valleys or 
perhaps cuddling under a surface ship. 
He has equipment to tell him you're 
searching for him, decoys to fool you, 
and worse, the prospect of anti- 
aircraft missiles of his own to turn the 
hunter into the hunted. In addition, he 
may have nearby surface ships keep- 
ing him in contact with the outside 
world. He can outwait you until your 
airplane leaves the area and then fire 
his missiles and torpedos. He can be 
just as tricky and sophisticated as you. 
Now let's throw in still another 
problem; the weather. Imagine doing 
all of this not on a clear day with the 




The crew of the P3 Orion at 

work: Computer games may simulate, 

but this is the real thing. 




sun shining and calm air currents gent- 
ly skimming under your airplane, but 
in a rain squall, or at night, with chop- 
py seas and limited visibility. And all 
the muck you're flying through makes 
even an aircraft the size of a P3 buck 
and bounce like a toy. 

It can be an exacting, sometimes 
exciting, mission. And the actions of 
the crew, once given the go-ahead to 
engage the enemy, creates the miss- 
ion's success or failure. No second 
chances here, no confident know- 
ledge that blowing this try can be rect- 
ified by pulling another quarter or 
token from your pocket and starting 
over again. 



When on patrol in a specific area, 
the crew of the Orion uses the air- 
plane's radar to detect any ocean- 
going vessels. Checking surface ships 
is another part of the Orion's job — as 
well as any submarines caught off- 
guard on the surface. 

If the presence of a submarine is 
suspected in the area, the Orion gently 
drops a sonabuoy into the ocean. 
From the minute it hits, sonar impulses 
begin. The electronic returns, auto- 
matically signaled back to the aircraft 
are carefully monitored. Ever see an 
old World War II movie with the sonar 
operator aboard a Navy destroyer 
listening for pings from the hull of the 
submerged sub? Basically, the same 
thing. 

Except a destroyer, limited by its 
speed, can cover only about 700 
square miles of ocean in an hour. But a 
P3 Orion, skimming a couple of hund- 
red feet over the ocean, can take a 
look at over 95,000 square miles of 
ocean in that same hour, searching 
and laying a "pattern" of sonabuoys 
that create an electronic net to snare 
the "pings" of an underwater in- 
truder. 

Once the intruder is located, addi- 
tional sonabuoys are dropped to pin- 
point the exact position and then the 
hunt becomes the kill. 

Usually, the Orion's job is to locate 
and keep track of the submarine while 
jets from a nearby aircraft carrier or 
land-base are guided into the area and 
pursue the attack. 

Once one of the sonar operators 
locks the submarine's position into the 
computer and transmits it to the miss- 
ile, it's only a few moments after 
firing that another submarine can be 
scratched from the active inventory. 

Sound interesting? The crew I flew 
with was not only enthusiastic, but de- 
dicated. The mission put them on the 
"frontline" of defense and provided a 
challenge. 

And what do these joystick and so- 
nar operators do on their time off? 
"Relax with my family," says one, 
"And then set up the home 
videogame and play Zaxxon." G 



Electronic Games 77 




By BILL KUNKEL 



Bruce Lee: Enter the Joystick! 



BRUCE LEE 

Designed by Ron Fortier 

Datamost/ Apple, Atari, C-64/32K Disk 

With software development houses 
busy fighting for licenses for the latest 
Muppet, Superman or Indiana Jones 
projects, Datasoft seemed to be mov- 
ing in its own, unique direction when 
they announced a game starring. . . 
Bruce Lee?? 

"Let's face it," admits designer Ron 
Fortier, "The whole Bruce Lee phe- 
nomenon was pretty much dead at the 
time — no morbid pun intended," he 
quickly adds. "It took a lot of vision on 
the part of these guys (Datasoft) to 
pick up this property." 

What Datasoft and the creators 
proved with the resulting game entry 
is that any viable license can be a suc- 
cess. The alchemy is simple: create a 
good, playable product that reflects 
the ambiance of the property being 
adapted. 

A multi-level, puzzle-solving action 
game with plenty of martial arts added 
to the brew; this program is a textbook 
example of how to adapt a film char- 
acter to the world of electronic 





Left to right: Ninja, Bruce and Yamo. 

78 Electronic Games 



Bruce Lee on the receiving end. 

entertainment without losing any- 
thing in the translation. Lee, under the 
gamer's control, must move through a 
series of interconnected, multi-level 
chambers beneath a temple en- 
sconced deep in the Himalayas. 

Lee must jump up and collect a 
series of hanging lamp-like objects, 
while avoiding the non-stop aggres- 
sion being thrown at him by the tag 
team of a sword-hefting Ninja and the 
Green Yamo, a massive Sumo wrestler 
with a kick that would intimidate a 
mule and a punch that can knock out 
an RV. 

The contest begins with Bruce mov- 
ing across a horizontal scenario three 
playfields wide. Once all the treasures 
are plucked, the martial arts legend 
must return to the center screen and 
drop through a now-opened trapdoor 
into a lower level, with even more 
dangerous obstacles. Of course, the 
Ninja and Yamo make reprise appear- 
ances. 

Bruce Lee is the sort of game that 
appeals to almost all types of game 
players. For straight out, kick-the- 
door-down action, its 20 play screens 
offer enough flying kicks, swinging 



swords, mazes, obstacles, puzzles and 
treasures to satisfy fans of everything 
from Lode Runner to the Apshai 
series. On the other fist, this game 
reflects a lot of thought in its design. 
This was no discard program sitting on 
the shelf waiting to be form-fitted 
around whatever license happened to 
fall into Datasoft's lap. The creators 
put eight months into this game — 
and it shows. 

The game reflects its Oriental gene- 
sis in many ways. It's almost Zen gam- 
ing: puzzles within puzzles, and not all 
need to be solved in order to move 
further into the depths. Others have 
more than one resolution. 

Several of the chambers are so 
formidable that the Ninja and Green 
Yamo don't even try to follow. This 
doesn't mean things are any easier for 
our hero, though. In these places the 
master of martial arts must leap and 
creep and figure out exactly how to 
get through these scenarios — most of 
which look like the co-creations of 
Confucius and Rube Goldberg. Bold 
and alone, Bruce will eventually work 
it out — if the gamer's up to it, that is! 




Bruce Lee in the dungeon's depths. 



THE MIEN BEHIND THE 
COMPUTERIZED NINJA: 
FORTIER AND DAY 

Prior to the release of Bruce Lee, 
designer Ron Fortier and graphics ex- 
pert Kelly Day were known primarily 
for their work on the popular transla- 
tion of Sega's Zaxxon for the Atari 
computers. The success of Bruce Lee, 
however, insures that there will be 
further collaborations. They happily 
admit that they have very little choice. 

The program's extraordinary graphics 
were no mere stroke of luck. Even the 
audio is perfect — especially the 
theme music and the exaggerated mar- 
tial arts-flick body contact, with kicks 
and blows sounding like gunshots. 

"We watched all the Bruce Lee 
movies/' explained Fortier, "as well 
as other martial arts films on videotape. 
We had this idea of utilizing really 
fantastic graphics to create a sort of 
computer-movie with the player as a 
character. We wanted the animation 
in particular to be outstanding." 

As with all great games, many 
of the best elements evolved by acci- 
dent. 

"That was the real fun part," con- 
fesses Kelly. "Some of the best things in 
this game just. . .happened! We had 
gotten all of Bruce Lee's moves down 
and Ron was just sort of playing 
around, using a joystick to control the 
Green Yamo. . ." 

Eureka! 

Thus was born the unique idea of a 
two-player game wherein both gam- 
ers take turns at playing the hero, 
while manipulating the adversary in 
between rounds. In fact, Kelly warns, 
"You can do a lot of things with the 
Yamo on a joystick that the computer 
can't." 

There is certainly very little in gam- 
ing that can equal the feeling of con- 
trolling the Yamo as he stands at the 
edge of a ladder which Bruce has to 
climb. The anticipation of throwing 
the punch which will knock the 




HLL' 


1 1 B* 

■Till 





Graphics expert Kelly Day (above) 
and designer Ron Fortier, whose 
happy collaboration resulted in 

Bruce Lee. 




Bruce Lee in mid-quest. 



redoubtable martial arts wizard into 
next week is even more pleasurable 
than the act itself! 

The program's bold new look can- 
not to overemphasized. Kelly read 
extensively of Oriental architecture, 
and, "I attempted to integrate the vi- 
sual effects I saw in the films." 

Mitch Junkins, oneof the program's 
producer/godfathers, added that in 
order to create the proper spiritual de- 
portment for creating such a game, 
the team also "ate a lot of sushi." 

Now that's dedication! 

Bruce Lee is hot, and when a game is 
hot, the inevitable question of a sequel 
arises. The folks at Datasoft are mum, 
but remember: the Dragon always 
seems to return, no? 

LIFE AND DEATH IN 
THE HIDDEN TEMPLE 

Surviving in the garden of the Hima- 
layan temple, much less in the maze- 
like chambers below, will require more 
than the typical run of hand-eye 



coordination skills. One must learn 
timing to deal with the many laser 
charges that flow periodically between 
levels and most importantly, acquire 
almost Zen-like patience. 

One of the many hazards of the un- 
derground is the moving latticed walls. 
Often, the player is attempting to 
move a character up a ladder now in 
the process of scrolling down. Keep at 
it. Let fly with an "Ohm!" or two and 
keep the joystick pointed up. Per- 
serverance will triumph! 

Good puzzle solving skills are es- 
sential. Freeze the scenarios and ex- 
amine them. Where are the treasures? 
How can they be reached? Is there an 
obvious way out once the item is 
taken? 

Only play time will teach the bulk of 
this knowledge. Bear in mind, howev- 
er, that those spots where treasure 
hangs can always be escaped from. 
Even when it seems impossible, taking 
the trinket often opens a hidden gate- 
way. 

As Bruce Lee, remember that a good 
defense is the best offense. In other 
words: duck frequently. Let the Nin- 
ja's sword sing its executioner's song 
inches above your head while clumsy 
Green Yamo misses you entirely with 
his crude jump-kick. Then make fast 
tracks out of there. 

As Yamo, put your icon in a position 
where you know Bruce must eventually 
appear (the ledge of a precipice is 
good) and wait for him. When he 
shows, punch him in the head and 
watch him tumble. 

Green Yamo's human alter ego 
must always remember: "Bruce Lee 
can take only so many shots — Green 
Yamo always come back!" (Found in a 
computer fortune cookie.) 

There's another way to operate this 
game, by the way, for noncompetitive 
types interested primarily in seeing all 
20 levels: when running Yamo, use 
him on the Ninja, freeing Lee to ex- 
plore uninhibited. Q 




Where Ninjas fear to tread. 



Electronic Games 79 



The Atari 800XL: A Lot Of Computer For The Price 



hen Atari introduced its first 
"XL" computer, the 1200, the 
new machine met with anything but 
unanimous acclaim. Notwithstanding 
its lukewarm reception, the computer 
sported a few promising touches, in- 
cluding a systems checkout on cold 
boot, a "HELP" key, an easily access- 
ible ROM cartridge slot and a high- 
tech, low profile look. Had its price 
been a tad lower than the original 
$1000.00 asked, and had it been cap- 
able of running then-current Atari 
software, it might have had a chance. 
So much for history. The 1200XL 
has seemingly reincarnated (sans 
function keys) as the 800XL, which 
boasts a host of valuable features, is 
priced right, and represents to EG's 
editors the best home computer at 
anywhere near its cost. 

Not that the new machine is flaw- 
less. But if asked to recommend a 
home computer that is ideal for gam- 
ers, has sufficient power for pro- 
grammers, is solidly built and beau- 
tifully finished, we'd sing the praises 
of the 800XL. (As an aside, stay clear 
of the 600XL. It has neither the mem- 
ory nor the video output of its superior 
stablemate.) 

Of course, we recognize that many 
readers might vehemently argue for 
the C-64, the 800XL's closest com- 
petitor. It's currently more popular, 
and everybody and their uncle is writ- 
ing programs for it, but this writer 
strongly believes the 800XL to be su- 
perior in virtually every respect. 

That said, let's start our tour of the 
800XL with the keyboard, which is still 
a subject of debate among Atari fans 
everywhere. Although it feels different 
the 800's, it's not necessarily better. 



The touch is a little tighter and more 
heavily sprung, but proficient typists 
will find it an effortless adjustment, 
even if they've spent much time on the 
800. Best of all, it doesn't feel cheap, 
loose, and bouncy like many of its 
competitors. While not in the IBM PC 
league, it's about as good as a vintage 
Apple and considering the price that's 
some achievement. 

As mentioned, a "HELP" key has 
been added but none of our game 
software used this function, so we 
don't really know how well this works. 
The "RESET" key, which used to per- 
form a "warm boot", has been rede- 
fined to "cold boot" or "system reset" 



the machine. As a result, some ex- 
perimentation is called for. (In other 
words if you're programming, don't 
reset without saving the material first 
or it probably will be gone for good.) 
This function can be of benefit to the 
gamer, since it removes the burden of 
constantly reaching behind the ma- 
chine and fumbling for the on/off 
switch to reset. 

Another difference between the 
800 and the 800XL is the loss of two 
joystick ports and the right cartridge 
slot. While we realize that few quartets 
ever play games, some software was 
written to accommodate such a con- 
figuration. The ever-popular AA.U.LE. 



The Atari 800XL, while not flawless, 

is ideal for gamers, has sufficient 

power for programmers and is solidly built. 




80 Electronic Games 



By HENRY B. COHEN 




can only be played by two on the XL, 
with the computer handling the differ- 
ence. This is not the best of all worlds, 
nor does the represent upwards com- 
patibility. The right cartridge slot will 
be missed primarily by programmers 
who used to put non-Atari published 
utility packages into it. Since these fea- 
tures were rarely used by our readers, 
few people will actually miss them. 

The centrally-located and readily 
accessible cartridge slot is a double- 
edged sword. It's easy to get at, but it's 
a bit tricky fitting some cartridges into 
it. We prefer the old system which 
offered a higher degree of protection 
for the cartridge, easier installation 
and most important, turned the power 
off when the "trap door" was opened. 



For those who frequently change car- 
tridges, the new arrangement means 
much fumbling to get at the rear 
mounted on/off switch, which should 
be thrown every time a cartridge is 
changed. 

Perhaps the most significant de- 
parture from the past is the XL operat- 
ing system. This is computer jargon for 
the program that 'keeps house', but it 
impacts the user directly, sometimes 
right between the eyes. 

When Atari changed its operating 
system many programs became un- 
bpotable. The fault is not Atari's but is 
a by-product of the creativity of pro- 
grammers who broke Atari's stringent 
rules and used "tricks" to achieve var- 
ious ends. The new system does not 




accommodate these programming ex- 
cursions, instead sending an error 
message to the operator. In other 
words, it quits. To make matters 
worse, the system in the 600 and 
800XL is a bit more refined than in the 
1200XL 

For the past year Atari loyalists have 
rightfully been screaming their heads 
off about this predictable problem 
which could have been avoided had 
Atari only built in 800 emulation. Un- 
fortunately, they didn't but instead 
came up with a dynamic duo of 
"Translator" diskettes (priced at 
$9.95) that can be booted into the 
computer on power-up, allowing the 
machine to operate about 80% of the 
400/800 disk software extant. In 
engineering terms this solution is any- 
thing but "elegant", but it does work. 
The emulation stops at the disk level, 
so that cartridge and cassette loading 
is not effected. For now, or possibly 
forever, if you own numerous ROM 
carts or cassette programs you're out 
of luck. The translators come in heavy- 
duty and industrial strength and 
should handle almost any problem the 
user may encounter. An obviously su- 
perior approach would have been to 
write the instructions into ROM 
(memory contained within the hard- 
ware) and make them user- 
switchable. 

Atari BASIC is now contained in 
ROM, so that the machine normally 
boots ready for programming. This is 
certainly a welcome change as it saves 
users the cost of a cartridge (about 
$60.00 list) and BASIC is necessary for 
many adventure and educational 
games. But a far greater number of 
games do not require BASIC and to 
disable it the OPTION button must be 
held down during the entire loading 
process, according to Atari. Our expe- 
rience indicates that a quick hit to get 
you started is usually all that's needed. 
Perhaps a DIP switch hidden un- 
derneath the cabinet would have done 



Electronic Games 81 



TEST LAB 



the trick, and it would certainly have 
overcome most of our criticisms of an 
otherwise superb machine. 

Atari computers have always fea- 
tured superior graphics, and the XL 
line is no exception. Alphanumerics 
(letters and numbers) are better 
formed and easier to read than on vir- 
tually any other 40-column machine, 
and the RF (TV) signals are exemplary. 
Hooked up to a good TV set it's hard to 
tell the picture from that of a monitor. 

One esthetic, if not downright prac- 
tical, touch is the use of connectors 
(jacks) for all wiring leading into or out 
of the computer. This allows a much 
"clearer" installation than previously. 

When the new XL line was in- 
troduced a good deal of praise was 
heaped on Atari for finally providing 
an expansion bus. In the old days of 
the 800 you had two options. One was 
to reconfigure the internals of the ma- 
chine through specialty cards, the 
other was to replace certain chips, 
(integrated circuits) and draw signals 
from the joystick connectors. The bus 
does away with the need to make in- 
ternal changes and brings all necessary 
signal lines outside to a single loca- 
tion. (This is a matter of personal pref- 
erence, as some people like to have all 
working components purring cheer- 
fully away, safely housed within a sin- 
gle package, while others prefer the 
freedom of external card slots.) 



Actually it was probably more a matter 
of reducing cost than anything else, 
but the bus is there for "them that 
wants" and maybe it's a better 
mousetrap after all. 

A nifty feature of the new XL's 
is the self-test (diagnostic) routine 
This program is used by holding down 
the OPTION key on power-up, or by 



SOME THINGS LOST 
IN TRANSLATION 

During the course of preparing this 
article we loaded a number of ROM 
cart and disk-based programs. While 
the 'Translator" certainly solved the 
disk problems, the 400/800 cartridge 
version of Demon Attack was un- 
bootable. Given that we began with 
20 cartridges, and that six were man- 
ufactured by Atari, this 5% failure rate 
isn't too bad, but we expect those 
with larger game collections, es- 
pecially of third- party software, to 
have a problem. 



typing BYE at the BASIC "READY" 
prompt. It allows the user to test up to 
three key functions of the computer. 
There's a memory test, an audio-visual 
test and a keyboard test. The audio- 
visual test is cute, as it paints notes on 
the screen and plays them to you — 
shades of "Close Encounters." The 
keyboard test proves that what you 
strike is what you'll get. 



Atari 800XL and friends. 




Documentation for getting the 
computer up and running is excellent, 
and like Alan Alda says, will have you 
going in minutes if not seconds. But if 
you want to learn BASIC or merely a 
good deal about the computer itself, 
you're going to have to buy a book or 
two on the subject. Remember that 
the dialect furnished is ATARI BASIC 
so don't run out and learn MBASIC. It 
won't work. 

Is the 800XL is a competent game 
player? It's the equal of the old 800, 
but can be a bit more difficult to use if 
you need the translator diskettes or 
have to hold down the OPTION but- 
ton forever. Although rated at 64K 
there is no more memory in the new 
machine than in the old 48K 800. The 
difference is in the rating system, 
which used to exclude RAM that only 
the computer could access. Today all 
RAM is included in the final statistic. 
With BASIC booted you get the same 
37,902K (plus or minus) of user space 
as always. 

Frankly, for gamers the 800 is a 
slightly better bet, as all the old pro- 
grams will run on it without effort. But 
as these same programs are upgraded 
the XL will come into its own. Other 
internal improvements bode well for 
the future and should enable even bet- 
ter entertainment programs to be writ- 
ten. With built-in emulation this ma- 
chine would be almost perfect at its 
street price of $240.00. 

With the 800XL Atari is providing a 
great deal of computer for the money 
and complementary peripherals that 
match its overall superb quality. 

The 1050 disk drive, to be reviewed 
in an upcoming issue, is a good ex- 
ample, as are Atari's printers. These 
components are a bit more expensive 
then some competitors, but they are 
quality products built to take it. 

And speaking of quality, take a look 
at the massive power supplied with the 
800XL. It is among the largest we've 
seen in capacity and should 
power the computer and host of per- 
ipherals effortlessly. 

If you're considering the purchase 
of a moderately-priced home compu- 
ter, the 800XL should be your first 
choice. Given Atari's turnaround in 
attitude, superb product quality and 
value, we can't imagine buying or 
recommending anything else. 



82 Electronic Games 



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IT'S 



JUST A 



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By THE GAME DOCTOR 



Welcome to the Computer Clinic! 



Creeting, silicon survivors, and 
goodness, haven't we got a 
crowded waiting room? Please, sir, 
stop pushing that little boy against, the 
window — I'll see you all, I promise! 
Well, things are getting a touch out 
of hand here, so let's skip the T-shirt 
and see if we can do something about 
the cause of these hostilities! 

Qs / have been an owner of an In- 
tellivision system since the unit was 
first produced and was greatly dis- 
tressed to hear that Mattel was leav- 
ing the electronic games field. Will the 
group of investors who purchased the 
business produce newsoftware forthe 
system? Will third party software 
companies continue to support the 
Intellivision ? 

(Thomas Lynch, Yonkers, NY) 

A" As a viable system, with contin- 
ued software support, the Intellivision 
is a dead issue, barring a rise from the 
grave. But hey, you got plenty of good 
years out of the thing, and third-party 
software will almost certainly continue 
at its present rate: nearly nonexistent. 
Move along, brothers, wider hori- 
zons await you! 

Q: / read in EG that Coleco's AD AAA 
was going to get a disk drive. I was 
going to buy a Commodore-64. Can 
ADAM's drive play everything the C- 
64 can? 

(Allen McClue, "The Video Wiz", 
Wichita, KS) 



As I really think you should know by 
now that it's rare enough for two 
pieces of hardware from the same 




Coleco's Adam computer. 



company to be compatible — just ask 
owners of VIC 20 and C-64 systems — 
without expecting products from in- 
dependent manufacturers to work in 
sync. Ah, hope springs eternal. . . 

In any case, disk-based software for 
the ADAM is still rare, while C-64 soft- 
ware is exploding. Several companies, 
including Sirius and Sierra, have pro- 
duced Data Storage format software, 
however, which may be converted for 
ADAM's floppy disk drive. 

Qs / have a few questions concerning 
memory and programming expertise. 
Considering games such as Millipede. 
Calaga and Sinistar, what would be 
the average memory today of a coin- 



op arcade game? 

Secondly, how does Atari manage 

to cram so much information (Robot- 

ron r Centipede) into a16K cartridge? 

(Brian S. Johnson, Chicago, IL) 

As Average memory on modern 
coin-ops varies greatly (though the 
games you mention aren't exactly new 
and require anywhere from 32 to 
64K). Further, it's very important to 
realize that the amount of "K" a game 
possesses is not necessarily correlated 
to its eventual quality. If two writers 
are given books to write and both have 
100 pages to tell the story, one may 
emerge chock full of characters, sus- 
pense and plot, while the second au- 



84 Electronic Games 



thor may fill his pages with mundane 
plots and two-dimensional pro- 
tagonist. Although there are technical 
RAMifications to memory capacity 
(the machine's ability to sim- 
ultaneously and independently ma- 
nipulate a multitude of characters, for 
example), the fact is that the memory 
size is just like a painter's canvas. Large 
or small, it's what goes into the paint- 
ing that makes the real difference. 

Q&A QUICKIES: Frank James of St. 
Albans, NY, wonders when Coleco will 
be making an adapter for Atari 5200 
games. Don't hold your breath, Frank 
. . . Reg Gallant of the Great White 
North wonders why the same game 
can be 32K on disk but only 16K on 
cassette. Good question, boy-o! 
Actually, it takes 16K to operate the 
drive, or DOS, but it sure is a lot quick- 
er, no?. . . To all those folks inquiring 
into the health of the 5200, 1 hate to be 
the one to have to tell you, but . . . 
will you have a seat? Nurse Angela? 
Could you get these folks some water 
and a mild sedative! I'm afraid. . .the 
5200 is a dead issue. Yes, the worst 
fears of 5200 owners have come to 
pass. But there should be 5200 soft- 
ware filling up the pipeline for the next 
six months regardless. . .Yes, John 




Animator Don Bluth and friends. 

Morrett, the Don Bluth you saw listed 
as animation meister for the film 
"Xanadu" is the self-same creator of 
Dragon's Lair, Space Ace r several Dis- 
ney films and his own full-length an- 
imation film, "The Secret of NIMH"... 
Elie Isha, come on down! That C-V 
Football game you've been waiting for 
is out! Alas, you have to use the "im- 
proved" controllers to play it, sigh. . . 
To the Zappa (Tom Simmons), it's 
true, the Intellivision II has built-in 



voice capability! Get 'em while you 
can. Who knows, by the time you read 
this, the units may be given away free 
with rolls of film . . . Meanwhile, Gregg 
Black of Santa Barbara, CA wonders 
why his spanking-new ADAM (con- 
verted from the ColecoVision via Ex- 
pansion Module #3) doesn't have an 
expansion port for a monitor when his 
TV reception is so awful! The answer 
is: when you run the ADAM off your 
CV, the CV becomes the sole medium 
which can be run through a CRT. 
Thanks for sounding the alert! By the 
way, EG is back on a monthly track, for 
the benefit of Gregg and the many 
others who wondered. Thanks, folks. 
We were the first magazine to cover 
electronic gaming exclusively, and 
now we're the only publication "still 
standing." That's because we've nev- 
er forgotten that this is a constantly 
changing field, and you have to 
change with it to survive. I also think 
EG has kept faith with you — and you 
have more than returned the favor. 

Okay, enough with the getting out 
the handkerchiefs. See you all back 
here next month, and remember to 
keep those cards and letters coming in 
— and don't let your game gremlins 
get wet! 





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Electronic Games 85 




By JOYCE WORLEY 



Moving Color On A LCD Screen! 



SPITBALL SPARKY 

Nintendo/$39.95 

They said it couldn't be done. . .but 
here it is! For years, it was considered 
impossible to have a moving object in 
color on an LCD screen. Barriers like 
that are just meant to be overcome in 
the world of high technology, and 
Nintendo's SuperColor games prove 
that color graphics on an LCD are 
possible — with a little ingenuity. 

Spitball Sparky is a wall-bashing 
contest with a new twist. Sparky has a 
honker on him that makes Jimmy 
Durante's nose look small. By position- 
ing Sparky under a ball, he literally 
blows it toward the wall of blocks. 
Then when it rebounds, Sparky keeps 
the ball in play by using his proud pro- 
boscis to shoot it back into the air. 

When Spitball Sparky sneezes away 
the first row of blocks, another wall 
takes its place, until Sparky misses 
three balls and the game ends. 

Wall bashing has long been a favor- 
ite sport of electronic arcaders. 
Although there have been many at- 
tempts to reduce the game to pocket- 
size, the results have usually been dis- 
mal because of the lack of color to 
brighten up the playfield. This hand- 
some handheld has overcome the 
problem. Sparky, the big-nosed 
athlete, occupies a purple field, and 

86 Electronic Games 



bands of color fill the screen over his 
head. This is, of course, how the magic 
is done. It's all an illusion created by 
clever overlays. But the result is a col- 
orful field that enhances the contest. 
Game A is the standard version, 
with rules familiar to everyone who's 
ever played one of these Pong- 



tmcu 
SuperColor 



\f»ttt»«ill \i»«llK> 




• • 



ooo 



inspired games. Game B is more 
challenging, since some blocks must 
be hit twice to eliminate them from the 
screen. Gamers have to use strategy to 
decide which block to blow away first, 
then move Sparky into position to 
catch the rebounding ball. It starts out 
easy enough for a novice, but speeds 
up as the game goes on. 

Spitball Sparky is packed in a slim, 
silver-toned pocket cabinet that looks 
like a million dollars. Combine this 
sleek cabinet with the high-skill, color- 
ful on-screen action, and the result is 
one of the most attractive pocket ac- 
tion games available. 



SPITBALL SPARKY (NINTENDO) 



SPITBALL SPARKY: 
HOW IT PLAYS 

Choose Game A or B, then use the 
switch on the right to move Sparky left 
and right on-screen. When Sparky is 
directly under the ball, use the shooter 
button to fire it up toward the wall of 
blocks. Sparky cannot hold the ball on 
his nose, and must blow it away im- 
mediately after catching it or it will 
drop to the ground and break. Three 
losses, and Sparky is out of the game. 
Bashing blocks scores points accord- 
ing to their color, and when 300 points 
are tallied, all misses are cancelled. 

Spitball Sparky is also a clock and 
alarm, and is powered by two LR44 
button batteries. 




RUNAWAY (GAKKEN) 



RUNAWAY 

Cakken/about $30 

The arcader stars in a prison camp 
escape in this pocket wonder from 
Gakken. The on-screen protagonist 
should be sleeping in his prison cell, 
but when the guard turns his back 
there's just barely time to beat a quick 
retreat — if the gamer is fast enough 
to stay ahead of the search beams and 
avoid the prowling patrols. 

The adventure begins when all the 
jailbirds are lying asleep in their bunks. 
The control buttons move the convict 
from his cot across the prison yard. At 
the wall, landing three blows with his 
hammer busts him out of captivity and 
wins the game. 

It would all be simple if pesky 
guards, some with dogs, weren't busi- 
ly patrolling through the night. Worst 
of all, there's that beam of light con- 
stantly combing the yard. Get caught 
in the glare and it's all over, and three 
such losses end the game. 

It's actually an easy contest, so no 
experienced game player will have 
much difficulty in hopping his escapee 
from point to point, avoiding those 
beams of light and the roving guards. 
The movement is straight-forward and 
uncomplicated, and it's all a matter of 
timing each leap and hiding in the sha- 
dows from the searchlight. 

What makes this game special is the 
graphic treatment of the spotlight as it 
swings over the prison yard. The light 
beams cut a path of golden glare, 
moving back and forth across the inky 
black enclosure, making this one of the 
prettiest, most dramatic-looking mini- 
ature playfields in the pocket-game 
field. 

Runaway will never in any award for 
being the most difficult game in town. 
But it belongs in every collector's 
cabinet, because of the innovative use 



of simple ingredients to produce one 
of the best graphic displays seen to 
date in a single-screen LCD game. 



RUNAWAY: 
HOW IT PLAYS 

Select Game A (easiest) or Game B, 
then use the right and left button con- 
trollers to hop the prisoner from point 
to point, forward or backward. Then 
use the left button to hit the fence with 
the hammer. Three strikes and you're 
out in Game A. Game B requires five 
hits of the sledgehammer to bust the 
escapee out of the prison camp. 

Runaway also functions as a clock 
an alarm and uses two LR44 but- 
ton batteries for power. 



SNOW WHITE 

Inventa/ $14.95 

The wicked queen has captured 
Snow White and the Seven Dwarfs. 
There's no way to help unless some 
Prince Charming comes along to res- 
cue them all and remove the 
evil curse placed on the 
princess. 

The prince gallops 
to the 
scene, then 
must cross 
a gauntlet 
of raining 
weapons to 
reach each dwarf 
and ferry him 



back to a safe grassy knoll. It 
takes seven hair-raising trips to save 
them all, then it's back once again for 
the princess. 

But as every one who read the story 
knows, the princess fell into a deep 
coma after eating a poisoned apple 
given to her by the queen. The prince 
must remove four of these deadly 
fruits before he can approach Snow 
White. 

The right and left buttons move the 
prince back and forth across the 
screen, as he dodges spears and knives 
thrown by the evil queen. After all 
seven dwarfs have been removed, the 
princess appears in the queen's house 
surrounded by the four poisoned ap- 
ples, and the prince must move these 
away one by one, in order to finally 
free the maiden. 

The moving objects are all black 
line drawings against the white back- 
drop of the screen. Snow White's 
prison-cottage, the mountain and the 
queen's castle are all painted right 
onto the glass in green, gold and red, 
to add spots of color to what would 
otherwise be an overly-sparse field. 

There haven't been many pocket 
games designed especially for little 
girls. Inventa's Sleeping Beauty was 
the first in this line of fairy-tale inspired 
diversions. Snow White uses the same 
type of animation and control as that 
game, to create an easy-play contest 
with special appeal for the ladies of all 
ages. G 



SNOW WHITE: 
HOW IT PLAYS 

The left and right buttons move 
Prince Charming across the screen to 
where the dwarf stands, then touch- 
ing the right button again makes the 
prince take the dwarf's hand to lead 
him back to the safe knoll. Move all 
seven dwarfs to make the princess 
appear, then remove all the apples in 
order to free the lady. 

Snow White is also a clock and 
alarm, and operates on button cell 
batteries. 




Electronic Games 87 




Premier 
issue ^^ 
on sale now! 

Pick it up at your favorite 
newsstand. Or use the handy order 
form to get your copy delivered by mail 



It's mind-bending! Thought- 
provoking! Pun for the whole 
family! It's TODAY'S TRTVIA 
and it's brought to you by the 
publishers of Video and 
Electronic Games Magazines, 
people who really know home 
entertainment! TODAY'S TRTVIA 
is 100% original, packed with 
brain-teasers you've never 
seen before in any other place! 
Take up the challenge today! 



uTOtfeQ pe^Bld a9poH TV : HSMSNV * 



I dont want to miss out! Send me a copy of the premier issue of 
TODAY'S TRIVIA right away. Enclosed is my payment of $ 1 .95 plus 
$1.00 postage and handling for each copy ordered. 

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Payment enclosed (at $2.95 per copy) . 



(For Canada, $3.50 per copy, U.S. funds) 

Mall order form and payment to: 

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460 West 34th Street, 20th Floor, New York, New York 10001 






Interaction between the readers and editors of Electronic Games helps make this a 
better magazine. The more we here at EG know about who you are and what you want 
to read, the better we can satisfy your needs and desires. That's why we run a Reader Poll 
in every single issue of this magazine. Rest assured that even though we protect the 
anonymity of every respondent to our survey, the editor personally reads each and every 
ballot received. And of course, this is also your ballot for casting your vote for the most 
popular videogames, computer game programs and coin-op arcade machines. 

Please return this poll sheet — or a photocopy, if you prefer to keep your Electronic 
Games in perfect condition — to: Electronic Games, 460 West 34th Street, 20th Floor, 
New York, NY 10001. 



SEX AND AGE: 

□ Male □ Female 



Age_ 



HOUSEHOLD INCOME: 

Q Under $5000 □ $5000-9999 

P $10,000- 14,999 

□ $15,000- 19,999 

Q $20,000- 24,999 Q $25,000+ 



MARITAL STATUS: 

□ Single □ Married 

NUMBER OF CHILDREN 
IN HOUSEHOLD: 

AGES: 

□ 2 and Under □ 3-5 

□ 6-11 □ 12-17 



Please rate each game theme 
from 1 (little interest) to 10 (great interest) 

Science Fiction Fantasy Mystery 

Sports Millitary Financial 

Please rate your interest in the following 
game categories from 1 (don't like) to 10 (enjoy tremendously): 



Action 

Strategy 



Adventure 

Educational 



Sports 

Entertainments 




Please rate your enjoyment of the following 
regular features from 1 (don't like) to 10 (enjoy tremendously): 



Switch On! 

Hotline 

Reader Replay 

Q&A 

Inside Gaming 



Programmable Parade- 
Games Library 

Insert Coin Here 

Stand-Alone Scene 

In Control 



Strategy Session 

Test Lab- 
Games of the Month 

Players Guide 

Computer Gaming Section- 



My favorite article in this issue of EG was: 



The subject which I would most enjoy reading about in a future issue of EC 



is: 



NAME OF GAME 



SYSTEM 



My favorite videogame cartridges are: 



1._ 
2., 
3.. 




My favorite microcomputer games are: 



1.. 

2.. 

3;. 



My favorite coin-op games are: 

1 

2 

3 



Electronic Games 89 





THE PLAYERS GUIDE 
TO GAMING 
MICROCOMPUTERS 

Our December magazine-within-a- 
magazine is a hard-hitting report on the 
leading microcomputers from a gamer's 
perspective. If you're ready to pick your 
first micro — or just upgrading what you 
already have — here's the information 
you need to make this difficult buying 
decision. 

GAME OF THE MONTH: 
MONTEZUMA'S REVENGE 

The intriguing new action -adventure 
from Parker Brothers gets the star treat- 
ment next issue. You'll read what the 
game critics are saying, meet designer 
Robert Jaeger and get some score-build- 
ing strategy tips. 

ENTERTAINMENT 

SOFTWARE — 

THE NEW WAY TO PLAY 

There's more than one way to enjoy 
your computer. Publishers are introduc- 



ing a slew of entertainment titles which 
are redefining leisure time software. Find 
out about the many fascinating programs 
in this hot category in the next EG. 

GIFTS FOR GAMERS 

It's holiday time again, which means it's 
time for everyone to start thinking about 
the presents they'd most like to give and 
receive. Once again, EG presents a 



photo-packed compendium of great gift 
ideas which are sure to gladden the heart 
of any electronic gamer. 

SHOPPING FOR DISK DRIVES 

Want to boost the capabilities of your 
Atari computer by adding a disk drive? 
Our top techie tells you what's on the 
market and, more importantly, how to 
get the best drive for the buck. 



There'll be plenty of other exciting 

articles and features of interest to 

arcaders, plus these regular columns: 



* Passport to Adventure 

* Q*A 

* Inside Gaming 

* Arcade America 

* Software Showcase 

* Programmable Parade 



• Switch On! 

• New Products 

• Test Lab 

• Readers Replay 

• EG Hotline 

• Games Library 



it Stand-Alone Scene 
it Playing It Smart 
if In Control 
it Strategy Session 
it Insert Coin Here 
• Articles of War 




90 Electronic Games 



Ml the adventure of an 
authentic WWII air battle. 
rhis specially designed 
cabinet comes equipped 
/vith two steering col- 
jmns, music and sound 
effects. Choose from 
Dne-to-one combat, 
:eam maneuvers, or solo 
nission. Steer the fighter i 
^lane to victory by fir- 
ng on enemy planes and I 
loating mines. Rely on j 
/our arsenal of bombs I 
o disarm the ship be- I 
ow. Once a ship sinks I 
/ou can wear your I 
wings proudly! J 




SPY HUNTER 



ake the wheel, step on the gas and 
irepare for a high-speed espionage 
idventure. Shift into high-gear and 
ace against the clock. Accumulate j 
nileage and increase your arsenal / 
>f weapons. Beware of deadly / 
memies: They have many dis- / 
juises. Bally Midway's ARTIFI- / 
:iAL ARTIST sound system is / 
eyed to follow the fast pace / 
>f the game. Fully integrated / 
jame play, music and gra- / 
»hics all add up to an / 
fxciting video driving ex- / 
jerience. / 

Wailable in sit-down or / 
jpright models. / 







Position your eight-way joystick and man 
your firing button— Gaplus is on the attack! 
They are a colony of killer outer space 
insects . . . and their sting is lethal. Gaplus ap- 
pears on the screen in different forms and 
flight patterns. Zero in on the Queen and fire 
in rapid succession. She is the keeper. Accu- 
mulate bonus points while playing the chal- 
lenging stage. This is a continually changing 
high energy game which will provide all the 
thrill your players are looking for. 



ti/uiu/ MIDWAY 



One sure way to 
lose a game forever 

is to win it 




The trouble with 
most games? 

Just when you're 
good enough to win, the 
challenge is gone. And 
a fun game becomes 
a boring game. 



Oh, by the way, 

with WizType,™ you'll 

learn to type this 

fastfastfast. 





A game that 
stays one step 
ahead of you. 

When you win 
WizType,™ you're not 
going to get bored. 

Because, game 
after game you can turn 
up the challenge. And 
then have the fun of 
beating The Wizard of 
Id's characters on the 
next level. 



- words a minute,- 
yyou choose! Now, isn't 
^> that what you need to 

operate your ycompute^ 
xx fastfastfast? 






SIERRA 



WizType is a trademark of Sierra On -Line, Inc. 




What's more, Wiz- 
Type™ is fun. It challenges 
all ten fingers to zap the 
Spirit with ani- 
mated pictures 
and sound. 

Or to race 
with Bung,^jl\ 
the jester, ^S^- 
from line 
to line. In fact, 
you can even 
put in your 
own words to 
foul up your friends. 

Is it the best typing 

tutor? Or a nearly 

perfect game? 

You decide. 

WizType™ is a 

challenge every step 

of the way, so you 

won't have to worry 

about another game 

packing it in. 









The Wizard 
ofld's 



_ 



Available on Apple II Scries; 1 Atari Home Computers* 
Commodore 64|" and IBM PC* & PCjr?